Rigidbody falling very slow

I added a rigidbody to my tank player, but now, even when I disable the moving script, the rigidbody falls SYRUP slow. What is happening?

(Here is the code that I commented out)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
public float moveSpeed;
public float turnSpeed;
public float shootForce;

public float TurretRotateSpeed;
public Transform turret;

[Header("Bullet")]
public float bulletSpeed;
public Transform shootPoint;
public GameObject bullet;
public float timeBetweenShots = 1f;

public Vector3 shootForceOffset;

private AudioSource shot;

//Movement
private float MovementInputValue;
private float TurnInputValue;

private float turretRotation;
private Rigidbody rb;
private bool canShoot = true;

void Awake()
{
    shot = GetComponent<AudioSource>();
    rb = GetComponent<Rigidbody>();
}

void Update()
{
    //Get Axises
    MovementInputValue = Input.GetAxis("Vertical");
    TurnInputValue = Input.GetAxis("Horizontal");

    //Rotate the Turret
    turretRotation += Input.GetAxis("TurretRotate");
    Vector3 turretDirection = new Vector3(0, turretRotation,0);
    turret.localEulerAngles = turretDirection;

    //Move The Tank
    Move();
    Turn();

    if(Input.GetKeyDown(KeyCode.Space) && canShoot)
    {
        StartCoroutine(Shoot());
    }
}
private void Move()
{
    Vector3 movement = transform.forward * MovementInputValue * moveSpeed * Time.deltaTime;
    Vector3 finishedMovement = rb.position + movement;
    transform.position = new Vector3(finishedMovement.x, transform.position.y, finishedMovement.z);
}

private void Turn()
{
    float turn = TurnInputValue * turnSpeed * Time.deltaTime;
    Quaternion turnRotation = Quaternion.Euler(transform.rotation.x, turn, transform.rotation.z);
    rb.MoveRotation(rb.rotation * turnRotation);
}
private IEnumerator Shoot()
{
    shot.Play();
    canShoot = false;
    GameObject Bullet = Instantiate(bullet, shootPoint.position, shootPoint.rotation) as GameObject;
    Bullet.transform.rotation = shootPoint.rotation;
        Bullet.GetComponent<Rigidbody>().AddForce(Bullet.transform.forward * bulletSpeed);

    if (shootForceOffset == Vector3.zero)
        rb.AddForce(turret.transform.right * shootForce);
    else
        rb.AddForce(turret.transform.right + new Vector3(0, shootForceOffset.y, 0) * shootForce);

    yield return new WaitForSeconds(timeBetweenShots);
    canShoot = true;
}

}

The drag value in a rigidbody affects how fast it falls from gravity and might have been accidentally adjusted in the inspector (or a script could be mistakenly accessing it), the mass might not be very high if you have automass deselected, other than that in the project settings you can manually set the gravity to a different value, but those are the only ways I can think that a Rigidbody could affect fall speeds.

It’s an old thread, I know, but just for anyone new searching for the answer…

See how you’re updating Move() every frame? It’s setting the tank’s transform.position.
Gravity is also setting the position, and the two fight with each other.

What you want to do instead is set the position and rotation via the RigidBody.
You’re already doing that for rotation. You can do it for position with rb.MovePosition(newPosition)

Instead of setting the new position directly, you can also push the RigidBody with rb.AddForce(…), and the rb will calculate the new position for you.