error CS0120: An object reference is required to access non-static member

I’m working on a game with a ship that needs a rigidbody to handle smacking into things.

Spaceship

  • Ship

  • thrusters:
    Thruster 1
    Thruster 2
    Thruster 3

Spaceship has the script + rigidbody
Ship has the mesh collider from model / is the model

I honestly can’t find anything to help me figure out why it doesn’t seem to want to let me use the rigidbody component or reference to the gameobject the script itself is attached to. I’ve tried a dozen different combinations of doing the same thing.

ShipController.cs

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class ShipController : MonoBehaviour
{
	public int maxSpeed = 70;
	public int minSpeed = 10;
	public float rotationSpeed = 150;
	public int currrentSpeed = 30;

	private GameObject[] thrusters;
	private Rigidbody rb;
	public GameObject ship;
	
	void Start(){
		thrusters = GameObject.FindGameObjectsWithTag("Thruster");
		ship = Component.gameObject;
		Rigidbody rb = ship.GetComponent<Rigidbody> ();
	}
	
	void LateUpdate()
	{
			//Controls
			if (Input.GetKey(KeyCode.A))
				transform.Rotate(0, 0, Time.deltaTime*rotationSpeed);
			else if (Input.GetKey(KeyCode.D))
				transform.Rotate(0, 0, -Time.deltaTime*rotationSpeed);
			if (Input.GetKey(KeyCode.W))
				transform.Rotate(Time.deltaTime*rotationSpeed, 0, 0);
			else if (Input.GetKey(KeyCode.S))
				transform.Rotate(-Time.deltaTime*rotationSpeed, 0, 0);
			//Min speed
			if (Input.GetKey(KeyCode.Space)){
				currrentSpeed = minSpeed;
				Thruster(0.2f);
			}//Max speed
			else{
				currrentSpeed = maxSpeed;
				Thruster(5f);
			}
			//transform.Translate(Vector3.forward * Time.deltaTime*currrentSpeed);
			rb.velocity = (Vector3.forward * Time.deltaTime*currrentSpeed);
	}
	
	void Thruster(float intensity){
		foreach (GameObject thruster in thrusters)
		{
			thruster.GetComponent<LensFlare>().brightness = intensity;
		}
	}
	
}

This can’t be right:

ship = Component.gameObject;

its either just gameobject, or some GameObject.Find