If you want to be inside a cockpit, then do one of two things:
A really good panel that looks like the interior of a cockpit of a ship or a view entity.
Personally, a view entity would be easier for me and would be more realistic, but I think a panel would be faster, your call.
And if you want to show the ship on the outside when it accelerates, what I'd do is have the interior view entity (or panel) turn off (ex: reset(cockpit,VISIBLE);) and move the camera behind the model to chase it, if I understand you right.
To set this up, I would have a ship model at the camera's position for interior views, with VISIBLE turned off. When the ship accelerates, switch to the chase camera and turn the ship's VISIBLE on.
That sounds interesting Xarthor but what about when the ship needs to go to another galaxy through a space port?
I was thinking that I could have the game load another level for each space port or wormhole, if you will.
Here I'd use vec_dist and if the ship flies within X units of the port, a new level loads.
And one last thing, space is really huge (infinite actually) so, either reduce the scale drastically or split it up into zones as Lite-C can't handle some of the enormous numbers found in space.