Help with flinging model to point a to point b with BodyForce

I am trying to making a canon that flings the character from point a to b, but the force doesn’t seem to be enough.

local Vector = (workspace.enviroment.sky.Moon.Position - script.Parent.Position)
local Players = game.Players

script.Parent.Touched:Connect(function(Part)
	local Model = Part.Parent
	if Players:GetPlayerFromCharacter(Model) and not Model.PrimaryPart:FindFirstChildOfClass("BodyForce") then
		local BodyForce = Instance.new("BodyForce", Model.PrimaryPart)

		local Mass = 0
		for _, Descendant in next, Model:GetDescendants() do
			if Descendant:IsA"BasePart" then
				Mass += Descendant.Mass
			end
		end
		
		BodyForce.Force = Vector * Mass
		
		wait(1)
		BodyForce:Destroy()
	end
end)

Am I doing something wrong?

Humanoids just do be like that, the only option seems to enable platform standing on the humanoid or make them sit down.