Using physics to rotate around an axis.

I’m trying to create a roll effect on a space ship as if it were rolling by using thrusters.
Rigidbody.torque seems to only rotate it so far and rigidbody.moverotation just seems to snap it to the rotation. I’m trying to look for a way to smoothly roll it with physics.

Like in this horrible picture
!(http://puu.sh/ayuUZ/c862c938d9.png)

Hi,if i have understand you want a roll effect like a moto when it turn ?
You have to assign your rolling variable to an input, you clamp it to avoid a full rotation, and you send it to a transform.rotation.

float rollingCamera = Input.GetAxis("Horizontal")*PlayerController.sensH;
rollingCamera = Mathf.Clamp(rollingCamera,-0.5f,0.5f);
Quaternion mouvment2 = Quaternion.Euler(-mouveVertical,mouveHorizontal, -rollingCamera);
transform.rotation = Quaternion.Slerp(transform.rotation, mouvment2, PlayerController.sensH );

Hope it will help !