Why is my ship not going straight when mouse is at center of screen?

The ship should be going straight when the fake mouse is at the center of the screen however it going slightly downward if you move the mouse up less than a certain amount.

RunService.Stepped:Connect(function()
	local mouseDelta = UserInputService:GetMouseDelta()
	UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter

	if mouseDelta.Magnitude > 0 then
		fakeMouse.Position = UDim2.new(0.5,fakeMouse.Position.X.Offset + mouseDelta.X,0.5,fakeMouse.Position.Y.Offset + mouseDelta.Y)
	else
		local distance = fakeMouse.AbsolutePosition.Magnitude
		fakeMouse.Position = UDim2.new(0.5,fakeMouse.Position.X.Offset - (fakeMouse.Position.X.Offset * mouseForce/distance),0.5,fakeMouse.Position.Y.Offset - (fakeMouse.Position.Y.Offset * mouseForce/distance))
	end
	
	local absolutePosition = fakeMouse.AbsolutePosition
	local absoluteSize = fakeMouse.AbsoluteSize

	
	local length = 500
	local unitRay = Camera:ScreenPointToRay(absolutePosition.X, absolutePosition.Y)
	local rayDirection = Ray.new(unitRay.Origin, unitRay.Direction * length).Direction
	rayDirection *= 100
	
	if mouseDelta.Magnitude > 0 then
		ship.Part.AlignOrientation.CFrame = CFrame.lookAt(ship.Part.Position,rayDirection)
		lastLook = ship.Part.AlignOrientation.CFrame
	else
		ship.Part.AlignOrientation.CFrame = ship.Part.CFrame
	end
	
	local targetPos = Camera:WorldToScreenPoint(ship.AimPart.CFrame.Position)
	target.Position = UDim2.new(0,targetPos.X,0,targetPos.Y)
	
	part.Position = rayDirection/100
end)

Bumping, still having the same issue.