Semi realistic propeller simulation?

I’m trying to make a semi realistic propeller.

I have its angle and its speed. It’s not physical at all so I can’t simulate each blade.

I want it to counter the force like a real propeller. If it was falling down it would start spinning the opposite direction and counter the fall with the spinning. Like a real propeller would generate lift.

If it was falling 45 degrees sideways in some direction it would do the same but it would glide in the angle it’s falling in.

I think what I’m looking for is local velocity. Local to an angle.

I’ve tried E2’s :velL() which is entity:WorldToLocal(entity:GetVelocity() + entity:GetPos()) but that didn’t work so well because it’s not the way I want it to be.

Velocity is local(relative).

I don’t know anything about this but I just want to get up velocity of an entity.

Sounds very awesome.

Who am I kidding? That is a stupid idea.

What?

[editline]08:32PM[/editline]

Figured it out thanks to thej89

WorldToLocal(ply:GetVelocity(), Angle(0), Vector(0), ply:EyeAngles())