private void Method_YawTurning(float inputValue)
{
    // Convert Deg to Rad -------------------------------------------------------------|
    float yawTurnSpeedInRad = yawTorqueSpeed * Mathf.Deg2Rad; 

    // Account for AngularDrag --------------------------------------------------------|
    float dragTorque = sRigidbody.angularDrag * sRigidbody.angularVelocity.y;
    
    // Account for Angular Turning "speed" --------------------------------------------|
    float requiredTorqueForce = sRigidbody.inertiaTensor.y * yawTurnSpeedInRad;
    
    // Calculate net torque (desired - drag) ------------------------------------------|
    float netTorque = requiredTorqueForce - dragTorque;

    // Aplly Torque only if the input is not equal to zero
    if (inputValue != 0f)
    {
        // Change the vehicle rigidbody ( I do this because I like to personalize where the "rotation takes place" ) so I can create different behaviours to create variety.
        sRigidbody.automaticCenterOfMass = false;
        sRigidbody.centerOfMass = yawCenterOfMassOffset.localPosition;

        // Check if players prefer to play with inverted steering controls
        if(invertSteering == true) { inputValue *= -1f; }
        //else { inputValue *= 1f; }

        // Aplly Torque
        // DESCOBRI UM ERRO : o torque esta em relação ao eixo do mundo e não dele mesmo,
        // SE usar .right ao inves do .up pelo menos...
        sRigidbody.AddRelativeTorque(gameObject.transform.up * netTorque * inputValue, ForceMode.Force);
    }
    else sRigidbody.automaticCenterOfMass = true;

    Debug.DrawRay(gameObject.transform.position, gameObject.transform.right * 10, Color.yellow);
}