Speed up lerp without skipping positions

Hello! I am wondering if there is a way to speed up lerps without skipping positions. My game is a volleyball gameuses hitboxes, but sometimes lerps can skip past the hitbox. An example of this would be with blocking.

Thank you in advance

Whats your current code?
if your using deltaTime from a HB / Other try adding a +0.1 / 0.05 etc…

Otherwise try using Spr(ing) / TweenService?, Hey even bezier curves

this is a snippet from the code:

	con = runs.RenderStepped:Connect(function(dt)

			stillupd = true
			i += dt 

			if ball.Parent.Parent == nil or ball.Parent:GetAttribute("CanUpdateLerp") == false or ball:GetAttribute("LerpID") ~= lerpid then  con:Disconnect() return end
			if (ball.Position - c2.p).Magnitude < 3 then con:Disconnect() return end

			local rayparams = RaycastParams.new()
			rayparams.CollisionGroup = "ServerBall"
			rayparams.IgnoreWater = true
			local rayres = workspace:Raycast(ball.Position, ball.CFrame.LookVector * 3,rayparams ) or workspace:Raycast(char.HumanoidRootPart.Position, frontraycast, rayparams)
			
			if (rayres and rayres.Instance)   then
				if   rayres.Instance.Name == "Net"  then
					if not netcon then
						c1 = ball.CFrame
						netcon = runs.RenderStepped:Connect(function()
							if ball.Parent:GetAttribute("CanUpdateLerp")== false then netcon:Disconnect() return end


							
							
								if (Vector3.new(ball.Position.X, ball.Position.Y, 0) - Vector3.new(c2.X, c2.Y, 0) ).Magnitude < 3 then netcon:Disconnect() return end
							





					
							ball.CFrame = CFrame.new(c1:Lerp(c2, i *2).X, c1:Lerp(c2, i*2).Y, rayres.Instance.Position.Z - char.HumanoidRootPart.CFrame.LookVector.Z * 2)

						
						end)
					end


				end
				return
			end
			if not netcon then
		

					ball.CFrame = CFrame.lookAlong(c1:Lerp(c2, i * 5).p, lv)

				
			end


		end)

Bezier curves use lerping so I dont think that would solve anything. Also, what is Spring?

I dont think it will be good in your use case actually but here is the forum about it: Spring-driven motion - spr

This makes the ball go slower though