It sounds like you want to use dBodyAddRelForce or possibly dBodyAddRelForceAtRelPos.
You should read the documentation, but here's a quick distinction:
dBodyAddForce will apply a force to the center of mass in the world's frame of reference. E.g., a constant force along the x-axis applied at every step {dBodyAddForce(body, 10,0,0);} might be used to simulate wind because it pushes in the same direction regardless of how the body is oriented. It will not introduce torque or spinning unless other forces (like friction) are in play.
dBodyAddRelForce will apply a force to the center of mass in the body's frame of reference. This can be used for something like thrusters that always make the body move _forward_ in the direction that the body is 'facing'. It will also not introduce torque or spinning.
dBodyAddRelForceAtPos is a bit weird. The _direction_ of the force applied is to be provided in terms of the body's frame of reference, but the point on the body at which it's applied is given in the world's frame of reference. Using this function with constant values for both force and position doesn't make sense. At least, I can't think of an example. It will cause the body to move and spin in strange ways.
dBodyAddRelForceAtRelPos pushes in a direction determined by the body's orientation and at point on the body provided in the body's frame of reference. This is what you would use if you wanted a steerable propeller on the back of your blimp. As long as the force vector points through the center of mass, there won't be turning, the body will accelerate forward or backward but not turn. If the force turns to one side or another, the blimp will turn around.
There's also dBodyAddForceAtRelPos. This expects a world-based direction to be applied at a body-based point. You might use this to produce wind-resistance on the low-density envelope or something.
jc