Jetpack doesn't work?

I made a jetpack using a VectorForce in a players HumanoidRootpart,
but this just doesn’t work as intended for some reason.

This is how it should look like:

But when starting the jetpack while standing on ground it just catapults you into the air really fast for some reason, and just stays at that extremely high speed:

Here’s the code for when space is pressed:
image
(When space is released, the vectorforce is destroyed)

Should I use something else than a VectorForce?

How do I make it so that it has a constant speed and doesn’t just multiply tenfold depending on from where you start it?

Try putting prints in your script that let you know which sections are working, and how much force is being applied at the VectorForce.

Also, why make the Force a value, then multiply it? Just make the Vector3.new(0,5000,0)

WHY are you using an arbitrary number for the force? You’re completely ignoring gravity, mass, current velocity etc…

So is that the problem? How would i go about involving velocity?

You have to understand that Force is equal to the product of mass and acceleration. Weight is a force caused by gravity and the mass of the object. Acceleration is the amount the velocity will increase per second.

force = mass x acceleration is the formula you’d need for this case

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How does involving mass or gravity help with this? Mass + gravity stays the same over the course of the video i uploaded so it isn’t the cause of the problem

Post the section of the script that deals with the inputs. You may have an issue there that causes the problem.

You’re using a vector force, of course you’d need to consider mass + gravity??? The jump force counter acted weight therefore it also increased acceleration upwards dramatically. There are 3 significant forces acting on the character.

In which way should I consider it/How exactly should I use these 3 forces to achieve what I want to? Your statements are way too broad, I’m completely new to this

They’re not broad, these are the basics if you’re using force. What you should consider doing is directly applying the assemblylinearvelocity or just learn about what forces are?

The first clip shows more force from the vector force being required to push the mass upwards. However, in the second clip you’ve jumped therefore the resultant force would be upwards. Less force from the vector force is needed for the player to fly.

What would it help me if I would involve mass in my force calculation? Why should it change anything if I would say (some number of my choosing) +/* root.Mass instead of just the random number, if my mass stays the same over the course of the game?

If you don’t want a desired acceleration upwards then so be it. As I stated F = ma.