How do I make a part go forward using physics instead of falling down

I have a minigun, but the bullets just fall through the ground instead of going in one axis.

Script

local cd = .02

while wait(.02) do


	local function create ()

		local sfx = script.Parent.Base.SFX
		sfx:Play()


		local bullet = Instance.new("Part")
		bullet.Parent = script.Parent
		bullet.Shape = Enum.PartType.Cylinder
		bullet.CFrame = script.Parent.s1.CFrame
		local velobull = Instance.new("VectorForce")
		local att = Instance.new("Attachment")
		local ang = Instance.new("AngularVelocity")
		att.Parent = bullet
		velobull.Attachment0 = att
		velobull.Parent = bullet
		velobull.Force = Vector3.new(-500,0,0)
		bullet.CanCollide = true
		velobull.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
	--	game.Debris:AddItem(velobull,.2)
		bullet.Size = Vector3.new(1,1,1)
		bullet.BrickColor = BrickColor.Yellow()
		ang.Parent = bullet
		ang.MaxTorque = math.huge
		ang.Attachment0 = att
		game.Debris:AddItem(bullet,2)
		
		
	end
	
	create()
	
	wait(cd)
	
	create()

	wait(cd)
	
	create()

	wait(cd)
	
	create()
	
	wait(cd)




end

vid

( i want the collision on still )

(keep in mind the collision isn’t the problem)

You could just get the mass of the bullet and multiply that by the workspace’s gravity to get the downward force on it.

local DownForce = bullet:GetMass()*workspace.Gravity

Then add that on top of the vectorforce that you already had

velobull.Force = velobull.Force + DownForce

it give me an error
image

My bad, forgot it had to be a vector.
Downforce should be:

local DownForce = Vector3.new(0, bullet:GetMass()*workspace.Gravity, 0)

this happens