Mouse Look is over riding my controller

I have a spaceship that I have a Spaceship contoller on show bellow and I have used Unitys Mouse look on the ship. The problem is my SpaceShipCont.js has the ability to make the ship do rolls and bank. But Unitys Mouse Look.c# is killing all controlls except forward and backwards on my spaceshipCont.js. (the back will be removed latter I know space craft dont usaly back up).

SpaceShipCont.js

var Speed = 200;
var TorqueSpeed = 20.0;
var warpSpeed = 400;
function FixedUpdate ()  {

if(Input.GetKey(KeyCode.UpArrow)){constantForce.relativeForce.z = Speed;}else{
if(Input.GetKey(KeyCode.DownArrow)){constantForce.relativeForce.z = -Speed * Time.deltaTime;}else{
constantForce.relativeForce.z = 0;}}
//Turn right and left
if(Input.GetKey(KeyCode.D)){constantForce.relativeTorque.y = TorqueSpeed * Time.deltaTime;}else{
if(Input.GetKey(KeyCode.A)){constantForce.relativeTorque.y = -TorqueSpeed * Time.deltaTime;}else{
constantForce.relativeTorque.y = 0;}}
//Rotate Up and Down
if(Input.GetKey(KeyCode.E)){constantForce.relativeTorque.x = TorqueSpeed * Time.deltaTime;}else{
if(Input.GetKey(KeyCode.Q)){constantForce.relativeTorque.x = -TorqueSpeed * Time.deltaTime;}else{
constantForce.relativeTorque.x = 0;}}
//Rotate right and left
if(Input.GetKey(KeyCode.Z)){constantForce.relativeTorque.z = TorqueSpeed * Time.deltaTime;}else{
if(Input.GetKey(KeyCode.X)){constantForce.relativeTorque.z = -TorqueSpeed * Time.deltaTime;}else{
constantForce.relativeTorque.z = 0;}}

if(Input.GetKey(KeyCode.W)){constantForce.relativeForce.z = warpSpeed;}

}

And like i said the Mouse look is just the one that unity has with it.

Get rid of the MouseLook component. If you need functionality from it, merge it into this script, or take out what you don’t need. It’s very difficult to coordinate navigation behaviors between two or more scripts unless you completely disable some while others are enabled.