Why thrust direction o f the ship don't change?

We havea ship looking right. Whe have a vector (thrustDirection) which sets the direction of the ship. After rotating the ship, the coordinates of the vector don’t changing and the ship continue fly in the direction specified in the Start () method. What am I doing wrong?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Ship : MonoBehaviour {

    Rigidbody2D rb;
    Vector2 thrustDirection;

    const float ThrustForce = 0.1f;
    const float RotateDegreesPerSecond = 15;

    float radius;



    void Start () {
        rb = GetComponent<Rigidbody2D>();
        // thrustDirection(1, 0) make object to move right (because x positive)
        thrustDirection = new Vector2(1, 0);
        radius = GetComponent<CircleCollider2D>().radius;
    }

    private void Update() {
        // calculate rotation amount and apply rotation 
        float rotationInput = Input.GetAxis("Rotate");
        float rotationAmount = RotateDegreesPerSecond * Time.deltaTime;

        if (rotationInput < 0) {
            rotationAmount *= -1;
            transform.Rotate(Vector3.forward, rotationAmount);
            thrustDirection = thrustDirection + new Vector2(Mathf.Cos(rotationAmount * Mathf.Deg2Rad), Mathf.Sin(rotationAmount * Mathf.Deg2Rad));
        } else if (rotationInput > 0) {
            transform.Rotate(Vector3.forward, rotationAmount);
            thrustDirection = thrustDirection + new Vector2(Mathf.Cos(rotationAmount * Mathf.Deg2Rad), Mathf.Sin(rotationAmount * Mathf.Deg2Rad));
        }
    }
    void FixedUpdate() {


        // move ship using thrust forece and direction
        if (Input.GetAxis("Thrust") > 0) {           
            rb.AddForce(thrustDirection * ThrustForce, ForceMode2D.Force);
            
        }

    }
    private void OnBecameInvisible() {

        Vector2 position = transform.position;
        if (position.x - radius > ScreenUtils.ScreenRight) {

            transform.position = new Vector2(ScreenUtils.ScreenLeft, transform.position.y);
        }
    }
}

Changed “AddForce” to “AddRelativeForce” and stay working good. Thanks for help.