Car not shooting like bullet properly

I’m trying to shoot a car like a bullet, but it just kind of flops in front of the character. Here’s the code;

 using UnityEngine;
 using System.Collections;
 
 public class ThrowObject : MonoBehaviour {
    public GameObject bullet;
     public AudioClip shootSound;
     public GameObject vehicularToThrow;
 
     private float throwSpeed = 2200f;
  private AudioSource source;
     private float volLowRange = .5f;
     private float volHighRange = 1.0f;
 
     void Awake () {
  source = GetComponent<AudioSource>();
     }
 
     void Update () {
         if (Input.GetButtonDown("Fire1"))
   {
             float vol = Random.Range (volLowRange, volHighRange);
             source.PlayOneShot(shootSound,vol);
             GameObject throwThis = Instantiate (bullet, transform.position, transform.rotation) as GameObject;
             throwThis.GetComponent<Rigidbody>().AddRelativeForce (new Vector3(0,0,throwSpeed));
  }
         if (Input.GetButtonDown("Fire2")){
             GameObject shootCar = Instantiate (vehicularToThrow, transform.position, transform.rotation) as GameObject;
             shootCar.GetComponent<Rigidbody>().AddRelativeForce (new Vector3(0,0,throwSpeed));
         }
   }
 }

It’s almost like it hit a collider right in front of the player, but there isn’t one. Maybe because it’s instantiating itself inside the gun. I understand this is kind of a weird thing to try and do, but please help anyway! How do I fix this?

First of all you want to do the spawning, and applying force in the FixedUpdate() method.

And yea, its probably because its spawned inside the gun. The easiest way to solve this is just to disable the collider for the gun.

OK I fixed it. Rigidbody mass on the car was set too high(20).