Need a little help with VectorForce

Right now I have 2 Problems:

Note: I have set all of the Character’s descendants to Massless if they are a BasePart.

Problem 1: VectorForce doesn’t seem to be applied in full when another VectorForce is being distributed (happens when I try to dash after jumping).

I’m not really sure why the Force being implemented on the person would change since the Jumping is exclusively on the Y and Dashing on the Z. I don’t know what force would be counteracting the dash.

Context:

Regular Dash:

Dash After Jump:

Problem 2: When the force of Gravity becomes greater than the Jump’s, the VectorForce is pratically just cancelling out Gravity for a small perioid of time instead of accelerating. How can I calculate the current force of Gravity to make the jump more consistent?

I have tried to add Gravity x TotalMass of the Character to the Force variable (but since they’re both constants it didn’t seem to work.)

Context:

Jump before and after Gravitational Force is larger than Jump Force:

FULL SCRIPT:

function Movement.Dash(player, t)
	if player then
		if not table.find(t, player) then -- Used for Debounce
			if player.Character then
				local HRP = player.Character:FindFirstChild("HumanoidRootPart")
				if HRP then
					table.insert(t, player) -- Add to debounce table
					
					local Time = 0.75
					local Force = 850
					local Finished = false
					
					local Attachment = Instance.new("Attachment")
					local VectorForce = Instance.new("VectorForce")
					VectorForce.Attachment0 = Attachment
					VectorForce.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
					VectorForce.ApplyAtCenterOfMass = true
					VectorForce.Force = Vector3.new(0, 0, -Force)

					local Humanoid = player.Character:FindFirstChild("Humanoid")
					if Humanoid then
						local Animator = Humanoid:WaitForChild("Animator")
						local Animation = game:GetService("ServerStorage"):WaitForChild("Animations"):WaitForChild("Movement"):WaitForChild("Dash"):WaitForChild("Dash")
						local AnimationTrack = Animator:LoadAnimation(Animation)
						AnimationTrack:Play()
					end

					Attachment.Parent = HRP
					VectorForce.Parent = HRP	
					
					task.spawn(function()
						while task.wait() do
							if not Finished then
								if Humanoid.FloorMaterial == Enum.Material.Air then
									VectorForce.Force = Vector3.new(0, 0, -(Force/1.37)) -- Divided by 1.37 to account for Friction (1.37 is just a number that worked for me, no math involved)
								else
									VectorForce.Force = Vector3.new(0, 0, -Force)
								end
							else
								break
							end
						end
					end)
					
					for i = Force, 0, -Force/10 do
						task.wait(Time/10) -- time for dash divided by 10
						Force = i
					end
					
					VectorForce:Destroy()
					Attachment:Destroy()
					
					Finished = true
					task.wait(2.5) -- Debounce time
					table.remove(t, table.find(t, player)) -- Used for debounce
				end
			end
		end
	end
end

function Movement.DoubleJump(player, t)
	if player then
		if player.Character then
			local Humanoid = player.Character:FindFirstChild("Humanoid")
			if Humanoid then
				local HRP = player.Character:FindFirstChild("HumanoidRootPart")
				if HRP then
					local State = Humanoid:GetState()
					local WhitelistedStates = {
						Enum.HumanoidStateType.Freefall,
					}
					if table.find(WhitelistedStates, State) then
						if not table.find(t, player) then
							table.insert(t, player) -- Add to debounce table
							
							local Time = 0.34
							local Force = 1080
							
							local Attachment = Instance.new("Attachment")
							local VectorForce = Instance.new("VectorForce")
							VectorForce.Attachment0 = Attachment
							VectorForce.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
							VectorForce.ApplyAtCenterOfMass = true
							VectorForce.Force = Vector3.new(0, Force, 0)

							local Animator = Humanoid:WaitForChild("Animator")
							local Animation = game:GetService("ServerStorage"):WaitForChild("Animations"):WaitForChild("Movement"):WaitForChild("Double Jump"):WaitForChild("Double Jump")
							local AnimationTrack = Animator:LoadAnimation(Animation)
							AnimationTrack:Play()
							
							Attachment.Parent = HRP
							VectorForce.Parent = HRP	
							
							for i = Force, 0, -Force/10 do
								task.wait(Time/10) -- time for jump divided by 10
								VectorForce.Force = Vector3.new(0, i, 0)
							end
							
							VectorForce:Destroy()
							Attachment:Destroy()

							local HitGroundStates = {
								Enum.HumanoidStateType.Running
							}
							local CurrentState
							repeat 
								task.wait()
								CurrentState = Humanoid:GetState()
							until table.find(HitGroundStates, CurrentState)
							
							task.wait(1.5) -- Debounce time
							table.remove(t, table.find(t, player)) -- Used for debounce
						end
					end
				end
			end
		end
	end
end

return Movement

One solution would be to abandon the use of VectorForce in favour of a LinearVelocity or BodyVelocity (which is deprecated/superseded, but still very usable)

These maintain a constant velocity as apposed to having forces counter-acting on it, which makes it very good for dash systems and the like.