Stop enemy on air following target ?

Hi my script is about enemy " car " following a target . but there is one issue , that when enemy on air , he keeps following the target . I don’t want that . I want him to keep is speed till reaching the ground . How to do this ?

        public float speeds;
        public bool OnGround;
        public float GroundHeight = 0.5f;

     void Start () {
   
     }

     void Update () {
            transform.rotation = Quaternion.Slerp (transform.rotation , Quaternion.LookRotation (target.position - transform.position) , 6 * Time.deltaTime);

            Ray FootRay;
            RaycastHit hit;
            FootRay = new Ray (gameObject.transform.position, Vector3.down);
            OnGround = Physics.Raycast (FootRay, out hit, GroundHeight);


            if (OnGround == true) {
                transform.position += transform.forward * speeds * Time.deltaTime;
            }
            else {

            }
           
     }

No physics, looks like… You could simulate falling by adding a downward position, and just make sure you don’t go through the ground. Move the rotation to only when the car is on the ground; that way, when it’s in the air, it’ll just keep the previous forward direction…
Another option would be to use physics; whether all the time or only when falling, and let the engine catch the ground collision for you.