# Strange momentum on projectiles shot out of “parent” object

I'm trying to shoot a projectile out of a moving "parent" object. Both objects move off of rigidbody physics, so I'm using addforce for the projectile.

Whenever I move the "parent" object and turn while it's moving and shoot the projectile, I instantiate the projectile, copy the projectile spawn position to the projectile's position, copy the rotation of the "parent" to the projectile, then add force to the projectile.

It'll shoot but I notice it moves in the direction of the momentum of the "parent" rather than straight forward from where it was created. I'm pretty sure this is just me not understanding how rigidbody physics works for adding force but if anyone has any suggestions as to how to make the projectile move straight forward from where it's created rather than copying the momentum of the parent I'd appreciate it greatly.

My code for moving and creating a projectile looks like this:

void FixedUpdate()
{

if (Input.GetKey(KeyCode.W))
{
//player.transform.Translate(Vector3.forward * 10f * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S))
{
}
if (Input.GetKey(KeyCode.A))
{
transform.Rotate(Vector3.up * -15 * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D))
{
transform.Rotate(Vector3.up * 15 * Time.deltaTime);
}
}

void ShootBullet()
{
//create bullet GameObject
bullet = Instantiate(bulletPrefab);

//set location where bullet will spawn from
bullet.transform.position = bulletSpawn.position;

//set direction of the bullet
bullet.transform.rotation= bulletSpawn.transform.rotation;