Rotate GameObject based on RigidBody Velocity

Hello,

Just wondering if someone would be kind enough to help me work something out (in C# preferably).

Basically I have a cube with a little propeller on the top of it. The cube has a Rigidbody and is controlled by keys (for forwards/backwards motion). I am trying to work out how to make the propeller rotate (clockwise/anti-clockwise on Y axis) based on the RigidBody’s Velocity.

Ideally I am wanting to be able to drag the object with the RigidBody component and the propellor GameObject onto the script in the inspector.

I have a ‘faked’ solution where it rotates the propellor based on key input and a float for rotation speed but as soon as I am not holding down a key it stops rotating so it looks a bit silly to see the cube slowing down and the propellor has already stopped rotating.

Any help would be very much appreciated.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerRotObject : MonoBehaviour 
{

	// SPEED = DISTANCE / TIME

	public Vector3 localV;

	public float RBVelo;

	public float WheelRadius=2.35f; 

	public GameObject thisObject; 	// Object with Rigidbody
	public GameObject leftProp;		// Left Propellor Object
	public GameObject rightProp;	// Right Propellor Object
	private Rigidbody thisRB;

	Vector3 currentPosition;

	// Use this for initialization
	void Start () 
	{
		
		thisRB = thisObject.GetComponent<Rigidbody>();


	}
	
	// Update is called once per frame
	void Update () 
	{
		RBVelo = thisRB.velocity.magnitude;

		Vector3 localVelocity = transform.InverseTransformDirection( thisRB.velocity );
		// Just to visualize in the inspector
		localV = localVelocity;

		float dir_mult = 1; // Determine direction to "spin" the wheel; 1 is forward, -1 is backward
		if(localVelocity.z < 0) dir_mult = -1;

		// Magnitude * time.deltaTime is basically the "distance" the rb traveled
		//  So, we need to figure out how much to "spin" the wheels...
		// this ONLY takes into account SPEED, not DIRECTION.  So, if hte car is moving backwards,
		// we'd need to actually multiply by -1
		float degRot = ( (RBVelo * Time.deltaTime) / WheelRadius) * Mathf.Rad2Deg * dir_mult;
		leftProp.transform.Rotate( degRot, 0, 0 );
		rightProp.transform.Rotate( degRot, 0, 0 );

	}
}