the first thing you have to remember is that player characters typically fly very smoothly no matter which way you spin it. however, first they have to have some branch of arcana in their class. wizards, sorcerers, all work great for this kind of thing. multiclassing might work well too, check the players handbook. depending on the system, they might be able to fly at level 11, or maybe earlier, or maybe later, it really depends on what the system you're running says. however, flying fast (and flying long) usually requires a ritual, as a power/spell based thing can usually only be used for a few rounds at a time, and usually only lets them move at maybe move speed MAX, like 6 squares per round. pretty stuffty deal, but flying is cool, so there's that.
i personally enjoy allowing them to fly continuously, but if they fly past their limit they have to roll to stay in the air. a failed roll brings them crashing to earth, and a successful save does the opposite. however, saves get harder every round!
wait stuff this is coding help not dnd
uh, physical zones maybe. physical zones and some set velocity? not add velocity, that's almost exponential. I really don't know. port was playing with physical zones quite a bit, but he was making things float, not fly.
edIt: and port has spoken. say, cameras would work well. i keep forgetting that they're technically objects. did you know you can set the shape name on cameras? i did that once.