stop Rigidbody affecting it's joint rigidbody

Hi, I’m making a prototype control system, before I attach it to my helicopter.
I have a rigidbody pair (to represent blades and body) which are connected with a configureable joint.
All XYZ motions locked, X and Z angular motions limited, and the Y angular locked.
The blades object has a script attached which adds a constant addForce up, to make it hover, and when commanded, AddRelativeForce in the relevant directions.
I want the body to drag behind, however at the minute it does so, but pulls the head down, causing dives in whichever the direction of travel is. (the Vector3.forward use to AddForce is suddenly not straight ahead).

I tried freezing the rotation of the head, which works most of the time, but it’s not foolproof.
(The blades/head will have the renderer disabled, I only want it to simulate the proper handing of the body.)
Is there a way to make the body act as a rigidbody, being dragged behind the head, but without affecting the head it’s attached to?
Many thanks for anyone who can be of help
Ian

Unity Scripting Reference : Physics.IgnoreCollision ;

//Example Usage
var bulletPrefab : Transform;
function Start () {
    var bullet = Instantiate(bulletPrefab) as Transform;
    Physics.IgnoreCollision(bullet.collider, collider);
}