AddTorque() doesn't work when also using AddForce()

Here’s my code:


    function FixedUpdate () {

    	moveTimer -= Time.deltaTime;
    	if(moveTimer < 0.0f) finished = true;
    
    	if(!finished) {
    		UpdateForce();
    		UpdateTurning();
    	}
    }
    
    function UpdateTurning() {
    	var horz:float = Input.GetAxis("Left Thumbstick Horizontal");
    
    	rigidbody.AddTorque(Vector3.up * horz * ROTATE_SPEED * speedMultiplier, ForceMode.Impulse);
    }
    
    function UpdateForce() {
    	var direction:Vector3 = transform.forward;
    	rigidbody.AddForce(direction * speed * speedMultiplier, ForceMode.Acceleration);
    }

I’m using this code to move an object forward automatically, and have the user steer it.

The issue is that when I’m calling AddForce() and AddTorque(), the object barely rotates (a small, negligible amount).

What I’ve tried:

  1. Only calling AddTorque(), and not AddForce(), works perfectly fine for rotating the object.

  2. Calling AddRelativeForce() instead of AddForce() makes it go backward and the rotation is all sporadic.

  3. When calling AddRelativeTorque(), there’s no noticeable difference.

  4. Changing the ForceMode on either call doesn’t cause and noticeable difference.

Some notes: The rigidbody is not kinematic, and has drag and angular drag.

I’ve been working on this issue for several hours, so any help would be much appreciated! Thanks!

Increasing the maximum angular velocity in the project’s physics settings made it work, but it has some side effects.

I had to crank it from 6 to 200 to get the control I wanted, and it seems to increase the force of any collisions when the object is turning into it, like, scary increase! objects flying around at crazy speeds cause it casually turned into a wall.