Hello!As the tittle sais : Can i somehow get the effect of RotateAround but if i stop running that function the object will fly with the force it gained?
Let’s say i have an object orbiting another and it gets out of the orbit.
var Planet : Transform;
function Update(){
if(Input.GetKey("w")){
transform.RotateAround(Planet.position, Vector3.up, 50 * Time.deltaTime); //and if i release W key it doesen't stop suddenly.It carries on flying on a dirrection with the force it gained while orbiting
}
}
I’m sorry for my english,i hope you understood me.Please help 
The things you are asking for are in the Rigidbody section. There is no specific Rotate at position so you would have to mathematically figure it out.
So lets do a little experiment… lets observe…
Vector3.Cross(Vector3.up, Vector3.forward) == (1.0, 0.0, 0.0)
This means, that if the up vector of the planet is vertical to the world, a object in the forward position(0,0,1) would move right(1,0,0) by using the cross vector.
Vector3.Cross(Vector3.up, Vector3.right) == (0.0, 0.0, -1.0)
This means that when the object is now 90 degrees on the right side, the movement would then turn to backward position.
This means that if we used Vector3.Cross(transform.up, transform.InverseTransformPoint(object.position).normalized) we would get the cross vector used to make it rotate clockwise around the planet. The only question then is this a real or relative direction. You test to see if it is either. If things dont move the way you want, try transform.TransformDirection(moveVector);
Now, for your question. Yes, it is totally possible to rotate something around, and then stop the rotation and have it continue in the direction. (remember to turn gravity off. ;))
Thanks!It helped me alot!
http://www.unifycommunity.com/wiki/index.php?title=Simple_planetary_orbits
Here i found some allready made orbiting scripts 