Flying character rigidbody - can't see any static collider

Hey!

Very quick question: I have flying (in space) Character Controller. It has a rigidbody to it but to make it fly, I had to disable:
use gravity and is kinematic.

Without those two turned on - my Character is not seeing any Collision with collider (it would fly through the objects).

With isKinematic - player is not flying but standing in the space
With UseGravity - player is falling.

Here is the way I scripted “moving in space”

    public Transform cameraT; //This is for the direction of the force
public float maxSpeed; //maxSpeed for PlayerMovement			   
public float forceModule = 10; //Just because it says so in the guide						
public Vector3 forceValue;

CharacterController controller; //Just character Controller
Rigidbody rb; //Rigidbody shortcut is rb

void Start() {
	rb = GetComponent<Rigidbody>();
	controller = GetComponent<CharacterController>();
}

void FixedUpdate () 
{
	//calculate forces
	forceValue = new Vector3 (0,0,0);
	//calculate torque
	//torqueValue =new Vector3 (0,0,0);

	//Fly forward
	if (Input.GetKey ("w")) 
	{
		

			forceValue += cameraT.forward * forceModule;
		GetComponent<Rigidbody>().velocity = Vector3.ClampMagnitude(GetComponent<Rigidbody>().velocity, maxSpeed); // Max Speed while moving
	} 
	
	if (Input.GetKey ("s")) 
	{
		forceValue += -cameraT.forward * forceModule;
		GetComponent<Rigidbody>().velocity = Vector3.ClampMagnitude(GetComponent<Rigidbody>().velocity, maxSpeed);
	} 

          //APPLY FORCES
	rb.AddForce (forceValue);

}

Anyone knows anything?