Player bouncing off issue

Hi. I’m doing space shooter game and I have one issue. When I’m flying into my planet(big sphere with sphere collider) for longer then one hit(my cube whitch represends my ship just bounce for a while on sphere) and i stop presing control button my ship flyes away from planet. I don’t know what to do and how i can prevent it. Any help? I’m attaching my scripts from planet and player.
Player(has collider and ridgitbody) :

using UnityEngine;
using System.Collections;

public class GraczS : MonoBehaviour {
	
	public float speed= 10;
	
	
	
	// Update is called once per frame
	void Update () {
		

		float front_w  = Input.GetAxis("Vertical")* speed * Time.deltaTime;
		transform.Translate(Vector3.forward * front_w); 
		float upanddown = Input.GetAxis("UpandDown") * speed * Time.deltaTime;
		transform.Translate(Vector3.up * upanddown );
		float side_w  = Input.GetAxis("Horizontal")* speed * Time.deltaTime;
		transform.Translate(Vector3.right * side_w);
		

		
	}


}

And planet(Only collider)

using UnityEngine;
using System.Collections;

public class Ziemia : MonoBehaviour {
	public float predkoscObrotu ;

	// Update is called once per frame
	void Update () {
		transform.Rotate(Vector3.up * predkoscObrotu * Time.deltaTime);
	}
}

I don’t use Rigidbodes often, but one that’s in motion, upon striking something else, will often bounce/react which sounds like what you are experiencing when you say “ship flys away from planet”. I think you need a way to force/stop on contact with Collider to stop that. Something like

rigidbody.velocity = Vector3.zero;

Edit: converted to Answer