"Space ship" camera jitters

So basically - i looked up dozens of different solution but none of them suited for descent 1-like movement.
Take a look - this is complete movement + camera control file:

var flyingSpeed = 100; 

 

var minThrust = 20; 

 

var maxThrust = 300; 

 

var Accel = maxThrust / 4;

 

//var Jumpspeed = maxThrust *5; 

 

var turnSpeed = 100; 

 

var afterBurner = 0;

 

var setspeed = 0;

var outputspeed = 0; 

var controlTexture : Texture2D;

 

var distance = 12.0;

var height = 5.0;

var damping = 5.0;

var smoothRotation = true;

var rotationDamping = 10.0;

 

function Update() { 

 

    if(Input.GetButton("Jump")){  

    afterBurner=1;

    }

 

    if(!Input.GetButton("Jump")){

    afterBurner=0;

    }

    outputspeed = Time.deltaTime * (setspeed+4000*afterBurner);

   rigidbody.velocity = transform.forward * outputspeed; //Apply velocity in Update() 

rigidbody.SetMaxAngularVelocity(0f); //killing of any obtained rigidbody.angularvelocity 

 

   if(Input.GetAxis("Mouse X") > 0.0){ //if the right arrow is pressed 

      transform.Rotate(0.0, turnSpeed * Time.deltaTime, 0.0 * Time.deltaTime, Space.Self); //and then turn the plane 

        //rigidbody.AddTorque(0.0,turnSpeed*Time.deltaTime,0.0);

   } 

 

   if(Input.GetAxis("Mouse X") < 0.0){ //if the left arrow is pressed 

      transform.Rotate(0.0, -turnSpeed * Time.deltaTime, 0.0 * Time.deltaTime, Space.Self); 

   } 

 

   if(Input.GetAxis("Mouse Y") < 0.0){ //if the up arrow is pressed 

      transform.Rotate(-turnSpeed * Time.deltaTime, 0.0, 0.0); 

   } 

 

   if(Input.GetAxis("Mouse Y") > 0.0){ //if the down arrow is       

      transform.Rotate(turnSpeed * Time.deltaTime, 0.0, 0.0); 

     } 

 

    if(Input.GetAxis("Roll") > 0.0){

        transform.Rotate(0.0, 0.0, -turnSpeed * Time.deltaTime, Space.Self);

    }

 

    if(Input.GetAxis("Roll") < 0.0){

        transform.Rotate(0.0, 0.0, turnSpeed * Time.deltaTime, Space.Self);

    }

    if(Input.GetAxis("Power") > 0.0 && setspeed < 2000){

        setspeed=setspeed+50;

    }

        if(Input.GetAxis("Power") < 0.0 && setspeed > 0){

        setspeed=setspeed-50;

    }

}

 

function OnGUI () {

var desiredscale : float = setspeed;

var resultation : int = (desiredscale/2000*70);

GUI.Box (new Rect (0,Screen.height - 80,100,80), ""+desiredscale);

GUI.DrawTexture (Rect (10, Screen.height - resultation-5, 25, resultation), controlTexture);//, Rect (0,0,100,100));

 

}

 

function LateUpdate () {

    var dt : float = Time.smoothDeltaTime;

    

    var wantedPosition = transform.TransformPoint(0, height, -distance);

    var finalizedPos = wantedPosition+transform.forward * outputspeed;

    Camera.main.transform.position = Vector3.Lerp (Camera.main.transform.position, wantedPosition, dt * damping);

 

    if (smoothRotation) {

        var wantedRotation = Quaternion.LookRotation(transform.position - Camera.main.transform.position, transform.up);

        Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, wantedRotation, dt * rotationDamping);

    }

    

    else Camera.main.transform.LookAt (transform, transform.up);

}

In state like this when ship moving forward camera jitters, however if i’ll change it to something like this

function FixedUpdate () {

    var dt : float = Time.fixedDeltaTime;

    

    var wantedPosition = transform.TransformPoint(0, height, -distance);

    //var finalizedPos = wantedPosition+transform.forward * outputspeed;

    Camera.main.transform.position = Vector3.Lerp (Camera.main.transform.position, wantedPosition, dt * damping);

 	//dt = Time.maximumDeltaTime;

    if (smoothRotation) {

        var wantedRotation = Quaternion.LookRotation(transform.position - Camera.main.transform.position, transform.up);

        Camera.main.transform.rotation = Quaternion.Slerp (Camera.main.transform.rotation, wantedRotation, dt * rotationDamping);

    }

    

    else Camera.main.transform.LookAt (transform, transform.up);

}

Camera starts jittering whenever i turn ship, however frontal movement getting fixed.
Any ideas what should it fix/change?

…so what was your solution?