This is stupid and wont work no matter what I do. How do I get the force to work and kinematic is off.

using UnityEngine;
using System.Collections;

public class tank : MonoBehaviour {

public int speed = 10;
public int force = 5000;
public Rigidbody sphere;
public Transform barrel;
public int x = 0;
public int y = 10;
public int z = 0;
public float tankForce = 0.3f;

// Use this for initialization
void Start () {

	transform.position = new Vector3 (x, y, z);

}

// Update is called once per frame
void Update () {

	//basic movement

	transform.Translate (Vector3.forward * Input.GetAxis("Horizontal") * speed * Time.deltaTime);
	transform.Translate (Vector3.right * Input.GetAxis ("Vertical") * speed * Time.deltaTime );
	transform.Translate (Vector3.up * Input.GetAxis("Jump") * speed * Time.deltaTime);

	if (Input.GetButtonDown("Fire1")){ 

		transform.Translate(Vector3.left * tankForce);

		Rigidbody clone;
		clone = Instantiate(sphere, barrel.position, barrel.rotation)as Rigidbody;
		force = force + 10;
		clone.rigidbody.AddForce(barrel.right * force);
	

	}

}

}

You could try using a different ForceMode

Example:
clone.rigidbody.AddForce(barrel.right * force,ForceMode.VelocityChange);

might help?

Try using ForceMode.

clone.rigidbody.AddForce(barrel.right * force, ForceMode.Impulse);
//Applies full force in one frame

Typically for a projectile you set the velocity directly after instantiating, instead of adding a force.