Using Mass,Drag and Angular Drag with transform.translate

I’m trying to create something like a rocket and wanted to get the rocket to go forward depending on where the thruster is facing(If the rockets facing up it goes up if it’s sideways it goes to that direction) I managed to do this with transform.translate but now it doesn’t seem to be affected by the forces mentioned on the title.

All I really want it to do it to drift slightly like when using Addforce, Also when the game ends and the menu appears the rocket will continue to move and through any physical objects, I would at least like it to stop moving.

		if(Input.GetAxis("Vertical")>0) //Checking for up arrow key
		{
			topThruster.enableEmission = false;
			bottomThruster.enableEmission = true;
			transform.Translate(Vector3.forward *0.1, Space.Self);
		}
		if(Input.GetAxis("Vertical")<0) //Checking for down arrow key
		{
			bottomThruster.enableEmission = false;
			topThruster.enableEmission = true;
			transform.Translate(Vector3.back *0.1, Space.Self);
		}

To utilize physics you need to have a rigidbody attached to your rocket instance. This will allow physics such as mass and drag to be applied to your game object.

If you want to then apply movement to your gameobject utilize AddForce or just set the velocity of the rigidbody and the object will move.

As for colliding through other objects that have a rigidbodies attached you need to attach a collider.

I recommend reading the refs on RigidBody and physics overall in Unity.