well while I was waiting for someone to reply, I started working on it myself and this is the kind of thing I came up with
LOAD OBJECT "Ship.X",1
set object 1,0,1,1,0,0,0,0
Make CAMERA 1
POSITION CAMERA 1,0,100,-100
HIDE MOUSE
position mouse screen width()/2,screen height()/2
ROTATE OBJECT 1,90,-90,180
fix object pivot 1
REM Variables
acc AS FLOAT
decc AS FLOAT=0.98
StrL AS FLOAT
Cspeed AS FLOAT
Dspeed AS FLOAT
HIspeed=100
REM MATRIX
MAKE MATRIX 1,4000,4000,20,20
sxa#=OBJECT ANGLE X(1)
sya#=OBJECT ANGLE Y(1)
DO
Dspeed=Cspeed+mouseZ()
rem TEMP KEY MANOUVERS
IF UPKEY()=1 THEN inc acc
IF DOWNKEY()=1 THEN dec acc
IF LEFTKEY()=1 THEN inc StrL
IF RIGHTKEY()=1 THEN dec StrL
REM MOVE VEHICLE
MOVE OBJECT 1,curvevalue(Dspeed,Cspeed,HIspeed)
MOVE OBJECT LEFT 1,StrL
sx#=OBJECT POSITION X(1)
sy#=OBJECT POSITION Y(1)
sz#=OBJECT POSITION Z(1)
Position Camera 1,sx#,sy#,sz#
REM decrease speed
IF acc>0 OR acc<0 THEN acc=acc*decc
IF StrL>0 OR StrL<0 THEN StrL=StrL*decc
REM MOUSE steer
ROLL OBJECT RIGHT 1,sxa#+mousemovex()/2/2
PITCH OBJECT UP 1,sya#+mousemovey()/2/2
sync
LOOP
but it has lots of problems. I posted a different thread about my problems with this code that I cant seem to figure out. Mostly Im having trouble getting the camera to follow the angles of the ship. At one point I had the camera to follow the ship exactly, but the controls were still messed up. Like you can fly out and roll the ship perfectly, but if you go sideways and pull up to turn (like normal airplane turning), the more you turn back towards the direction you came from, the rolling get's messed up, and if you face completely backwards and face 360 from how you started, the roll is completely backwards (you move the mouse left and the ship rolls right)and I cant figure out why.
also, Im proud that I figured out how to use the mouse scroll button as a throttle by myself LOL
controls: strafe and move slowly foward and backwards with arrowkeys, and pitch and roll with mouse, mousez scroller is throttle