LinearVelocity doesn't use it's max force


I’ve got a part here with a VectorForce to negate it’s gravity, and a LinearVelocity to move it
The LinearVelocity’s max force is set to (part’s mass * 10)

When I apply an impulse of that force so that its Vector3.new(part’s mass * 10, 0, 0) then it immediately has an AssemblyLinearVelocity of (10, 0, 0)

If applying an impulse with a value makes it immediately go to a velocity of (10, 0, 0), gravity doesn’t exist (so no friction), then why does LinearVelocity only slowly accelerate to a speed of (10, 0, 0) when I set the VectorVelocity to it, even though I allocated it’s MaxForce to a value which is able to immediately speed it up to (10, 0, 0)? I can make it work as I intend (instant acceleration to wanted speed), by setting the MaxForce higher, but I don’t want to give it any more MaxForce then neccesary so it can still realistically be pushed by other parts

I could probably make a custom LinearVelocity using VectorForce, but that’s kind of the nuclear option. I’ve also tried BodyVelocity, it behaves the exact same