Smooth transition for RotateAround

Hi everyone,
i am making a 2D game where the player can fly through space. When he gets near a planet he is supposed to get pulled towards the planet and at the same time spin around him.

I solved this by disabling the standart unity gravity and add a Pointeffector2D to the planet. This PointEffector gets activated when the Player enters a Collider placed around the planet. Then a script with the RotateAround function gets activated.

public class PlanetGravity : MonoBehaviour {

    public float speed;
    public Transform target;
    private Vector3 zAxis = new Vector3(0, 0, 1);

    void FixedUpdate()
    {
        transform.RotateAround(target.position, zAxis, speed);
    }
    
} 

That works pretty good but I have the problem that the player instantly starts rotating from the position he is at the moment. Like that the player is performing like a weird corner.

I want the player to get in the orbit smoothly but i have got no idea how to get a smooth transition.
I tried to use a delay but then the orbiting starts in some positions to late.

I would be very if someone could come up with an idea or code.

You would need to track the current speed/momentum of the craft. See my answer here, which may give you some ideas:

https://answers.unity.com/answers/1459443/view.html