AddForce doesn't follow rotation

Hello,

I have a problem with AddForce. It will always shoot like the original angle was (which means if I turn 90 degree on the left it will look like I shoot the rock not straight but at a 90° angle). I tried basically everything, be it local/global rotation. Attaching is to another object and doing the local/global rotation thing with it too and nothing works.
This is not kinematic and this is not frozen on som axis.

Here is the code :

if(Input.GetKey(KeyCode.T))
			{
				ThrowPower += Time.deltaTime * 20;
			}
			if(Input.GetKeyUp(KeyCode.T))
			{
				newRock = (GameObject) Instantiate (Rock, Rock.transform.position, Rock.transform.rotation);
				newRock.rigidbody.AddForce (Vector3.up * 10f * ThrowPower);
				newRock.rigidbody.AddForce (Vector3.forward * 15f * ThrowPower);
				newRock.rigidbody.useGravity = true;
				newRock.collider.isTrigger = false;
				ThrowPower = 0;
				RockNb -= 1;
			}

And here is picture of the Inspector :

This is the main rock properties, this is what is instanciated. The main rock is the child of the first person controler.

I hope people can help me. Thank you in advance.

What is Rock? If it is a prefab then you’re doing wrong calling Instantiate and probably you wanted to set position and rotation from the current game object:

newRock = (GameObject) Instantiate (Rock, transform.position, transform.rotation);
newRock.rigidbody.AddForce (transform.up * 10f * ThrowPower);
newRock.rigidbody.AddForce (transform.forward * 15f * ThrowPower);

Else if Rock is a game object existing in the scene then you can replace “transform” in the above call for AddForce with Rock.transform (or leave transform only to get up and forward direction of the current object)