sorry if this has been asked and answered before but i couldn't apply anything from related threads to my case and i'm also a gigantic bullet greenhorn

What's the best way to setup a physical world where i have a sphere that collides with other objects but remains moving with a constant speed?
A metapher for what i want to achieve is a squash court with an accelerated ball that doesn't get faster or slower and even though it gets redirected on collision it doesn't change its speed.
What i setup so far:
- a discrete dynamics world with no gravity
- 6 walls using static plane shapes with mass 0 and friction 0
- a ball (sphere shape) with mass 1 and friction 0 and with a central force [x:0, y:0, y:-50] applied to it to send it straight along the z axis to the back wall.
The current effect is that the ball starts moving with the right speed and gets redirected after colliding with the back wall but gets a lot slower after the collision.
What attributes (as in restitution, damping etc.) of which objects (ball, planes) do i have to tweak to achieve a constant speed for the ball?
thx,
christian