VectorForce moves faster in the air than on the ground

When the character jumps he move faster in the air than on the ground when her rolls. I have a basic script that removes gravity from the equation by calculating mass.

	for i,v in ipairs(Player.Character:GetDescendants())do
		if v:IsA("BasePart") or v:IsA("UnionOperation") then
			Mass = Mass + v:GetMass()
		end
	end
		
	local VF = Instance.new("VectorForce", HRP)
	local F = (workspace.Gravity * Mass) + 250
	VF.Force = Vector3.new(F,0,F)
	VF.ApplyAtCenterOfMass = true
	VF.Attachment0 = HRP.RootRigAttachment
	VF.Enabled = true
	game:GetService("Debris"):AddItem(VF, 0.8)
		

How do I apply the same velocity in the air and on the ground? I messed around with friction and that didn’t really help too much.

2 Likes

Correct me if I’m wrong but isn’t this due to due to drag/friction? there’s less drag while airborne as opposed to on the ground where friction is more prevalent.

Yes i believed that was also the problem, but disabling the friction hasn’t worked for me.

1 Like

Any ideas guys? I’ve been stuck on this for months