Rigidbody freezes after adding Colliders

I’m working on a space sim. Currently you start in a ‘Hangar’ and can add prefabs into a parent object and then get in the ship to fly it.

It works fine while there are no colliders in the hierarchy, torque and forces work fine. As soon as I add a collider anywhere in the hierarchy even just one collider at the uppermost parent then all of the force and torque inputs quit working and the ship just stays at a standstill.

http://dl.dropboxusercontent.com/u/38606641/Oomph/Desktop.html

So in the demo, you simply need to add the items and hit Fly Ship. Works fine, unless there is a collider somewhere in the ship hierarchy, then if you press fly ship it will just sit there. The forces still register, I’m using Axes and animated floats to move the ship and the variables are moving just fine. It just fails to do anything to the ship.

There are no other objects it could be colliding with in the scene. All scripts are on the Ship Parent object, and addon prefabs are created as children.

No ideas?

Okay, well… I think I figured this out but I think something is very wrong.

It works, but I had to increase my torque inputs by 10,000 and reduce the mass from 1500 to 1. Now I get decent feedback that is close to what it is without Colliders but the Force inputs are BLASTING while the torque inputs are hardly working at all with the same basic numbers.

I don’t think this is working as intended.