A Sphere player with the Superspeed

With this superspeed script when I press the F key to make the superspeed
the player ball with the superspeed goes in the wrong direction, I want that the superspeed must make go the ball forward where the camera is , how i can fix this script ?

// speed of the ball
     var speed = 5.0;
     var superspeed = 10.0;
     var radius = 1.0;
     private var velocity : Vector3 = Vector3.zero;
      
      
     function Start(){
         transform.localScale = Vector3.one * radius * 2;
         var hit : RaycastHit;
         if(Physics.Linecast(transform.position, transform.position - Vector3.up * 500, hit)){
             transform.position = hit.point + Vector3.up * radius;
         }
         // add a rigidbody if we dont have one.
         if(!rigidbody)
             gameObject.AddComponent(Rigidbody);
         // set the mass according to the radius.
         rigidbody.mass = 50 * radius;
     }
      
     function FixedUpdate () {
         // let see if our body is on the ground.
     
        
         {
             speed = 5.0;
         }    
     
         var hit : RaycastHit;
         var isGrounded = Physics.Raycast(transform.position, -Vector3.up, hit, radius * 1.5);
      
         // base movement off of the camera, not the object.
         // reset the camera's X to zero, so that it is always looking horizontally.
         var x = Camera.main.transform.localEulerAngles.x;
         Camera.main.transform.localEulerAngles.x = 0;
      
         // now collect the movement stuff This is generic direction.
         var direction = Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
      
         // prevent the ball from moving faster diagnally
         if(direction.magnitude > 1.0) direction.Normalize();
      
         // If we are grounded, then lets see if we want to jump.
       if(isGrounded && Input.GetKeyDown(KeyCode.F)) {
      speed = superspeed;
      rigidbody.AddForce(transform.forward * rigidbody.mass * 50, ForceMode.Impulse);
      }
         // if we arent pressing anything, dont mess with the physics.
         if(direction.magnitude > 0){
             // convert isGrounded into something we can use
             var modifier = isGrounded ? 3.0 : 0.5;
             // lets set the direction according to the camera now.
             direction = Camera.main.transform.TransformDirection(direction) * speed * 2;
             // lets take the downward velocity from the current so that we dont get wierd physics results
             direction.y = rigidbody.velocity.y;
      
             // Now, lets keep track of a velocity.
             // This will let the ball move while we are not pressing anything.
             rigidbody.velocity = Vector3.Lerp(rigidbody.velocity, direction, modifier * Time.deltaTime);
             // Now, lets break the rotation out from the movement.
             var rotation = Vector3(rigidbody.velocity.z,0,-rigidbody.velocity.x) * 20;
      
      
             // Lets add some spin to make the ball move better
             rigidbody.angularVelocity = Vector3.Lerp(rigidbody.angularVelocity, rotation, modifier * Time.deltaTime);
         }
      
      
         // return the camera's x rotation.
         Camera.main.transform.localEulerAngles.x = x;

Line 46 adds a ‘superspeed’ force in the current forward direction of the transform, which I assume is NOT the MainCamera.

Try

rigidbody.AddForce(Camera.main.transform.forward * rigidbody.mass * 50, ForceMode.Impulse);

though I’m not sure I completely understood “forward where the camera is”, hopefully you get the idea. The first part here gives the direction of the Force. Play with this until you get it right.