# Space Missle Physics - Adding source force to instantiated missle?

Hell,
I’m trying to instantiate a “missle” from a ship and have the ship’s force or velocity (This may be my problem) to the missle.
The current code works, but if the ship is in motion the missle will instantiate without the ships speed and create this “lagging” affect as if there is wind drag on the missle.

private void fireMissle(){

``````	if(Input.GetButton("Fire2")){

GameObject target =  getTarget();

misTimer = 2f;

float offset = .3f;

float rotY = transform.rotation.eulerAngles.y;

Vector3 rMisslePos2 = new Vector3(transform.position.x + Mathf.Cos(Mathf.Deg2Rad * rotY) * offset,
transform.position.y,
transform.position.z - Mathf.Sin(Mathf.Deg2Rad * rotY)* offset);
Vector3 lMisslePos2 = new Vector3(transform.position.x - Mathf.Cos(Mathf.Deg2Rad * rotY) * offset,
transform.position.y,
transform.position.z + Mathf.Sin(Mathf.Deg2Rad * rotY)* offset);

Rigidbody rMissle = Instantiate(missle, rMisslePos2, transform.rotation) as Rigidbody;
rMissle.GetComponent<MissleScript>().setTarget(target);
Rigidbody lMissle = Instantiate(missle, lMisslePos2, transform.rotation) as Rigidbody;
lMissle.GetComponent<MissleScript>().setTarget(target);

Vector3 fwd = transform.TransformDirection(Vector3.forward);