Supposed movementspeed extremly low


I made a movementscript, fairly basic for spaceships, as you can see I’ve capped it at 10 unity coordinates/second(?), something is extremly wrong thought as I can move at easily over 500 unity coordinates/ second. Whats wrong? Thank you in advance!

using UnityEngine;
using System.Collections;

public class Movementscript : MonoBehaviour {

	Vector3 movementdirection;
	Vector3 rotation;
	public float pitchspeed;
	public float yawspeed;
	public float updownspeed;
	public float acceleration;
	public float maxspeed;
	public float currentspeed;
	// Use this for initialization
	void Start () {
		Vector3 rotation = new Vector3(0f,0f,0f);
	// Update is called once per frame
	void Update () {
		//rotation = this.transform.localRotation;
		rotation.x  = Input.GetAxis("Horizontal") * -pitchspeed;
		rotation.y = Input.GetAxis("Vertical") * -updownspeed;
		rotation.z = Input.GetAxis("Yaw") * yawspeed;
		movementdirection.x += Input.GetAxis("Acceleration") * acceleration * Time.fixedDeltaTime;
	void FixedUpdate(){
		if(movementdirection.x > maxspeed){
			movementdirection.x = maxspeed;
		}else if(movementdirection.x < -maxspeed){
			movementdirection.x = -maxspeed;
		currentspeed = movementdirection.x;
		transform.Rotate(rotation.x, rotation.z, rotation.y, Space.Self);
		transform.Translate(movementdirection, Space.Self);

Your not using Time.deltaTime. So maxspeed fixes the speed at units/FixedUpdate frame. FixedUpate runs at 50 fps by default.

10*50 = 500, which is your observed behaviour.

Fix by adding Time.deltaTime to your movement code. This will make sure the problem does not recur if you every change the physics time step.