From: Boss Spectre
You might look in your script for a vector called something like "angular" which is the rotational equivalent of "linear". (Such names are internal to a given script so I cannot offer a more precise guide) This is where you would create rotation on a physical task.
I got this:
<code>
// and controls are assuming a flying craft.
llSetVehicleType(VEHICLE_TYPE_AIRPLANE) ;
// linear friction: friction on a straight line x,y,z planes.
// or how long it will take to stop moving on each axis
// (not a measure of time as far as i can tell).
// higher numbers give less friction. max value = 1000
llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 100.0, 100.0>

;
// angular friction: resistance to turning
// or how easy it is to twist, and how long it will take to level off
// (not a measure of time as far as i can tell).
// higher numbers give less friction. max value = 1000
llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 100.0) ;
//linear motor: as motor implies the push that makes your craft go
// the linear velocity that the craft attempt to achieve. max = 40
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <100.0, 100.0, 100.0>

;
// the time it takes to reach top speed min = 0.06
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0) ;
// time during which the motor's effectiveness exponentially decays max = 120
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 2.0) ;
// angular motor: motor that twists the path of the craft
// angular velocity (radians/sec) that the vehicle will try to rotate.
// max = 4*PI (2 revolutions/sec)
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <100.0, 100.0, 100.0>

;
// the time it takes to be spinning at full speed. min = 0.06
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1.0) ;
// time during which the spin exponentially decays max = 120
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 2) ;
// time for craft to stabilize at hover height
// **values greater than 300 disable hover**
llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 360.0) ;
// height to hover at. what craft will use as the base height
// to base this from depends on the flags set
// VEHICLE_FLAG_HOVER_WATER_ONLY
//| VEHICLE_FLAG_HOVER_TERRAIN_ONLY
//| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT
// we will set these (or not) later
llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.0) ;
// min = 0.0 max = 1.0
// 0.0 = bouncey 1.0 = smooth
// how tightly the craft adheres to the hover height
// timescale will be the oscillation period of the bounce.
llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0) ;
// 0 = normal phsycs apply
// 1 = anti-gravity, the force of gravity will not apply
// -1 = adds extra gravity to craft
llSetVehicleFloatParam(VEHICLE_BUOYANCY, 0.9

;
// linear deflection: any push from any angle will attempt to be
// redirected along the axis that the craft wishes to go (forward)
// i.e. a car will want to go in the direction its wheels are facing
// time till craft moves in direction of outside push
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0) ;
// no deflection = (0.0) max deflection = 1.0
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.0) ;
// angular deflection: an outside push will attempt to reorient craft
// to match direction of push.
// i.e. a collision from the side will turn the craft to point
// the same direction as the impact was going.
// time till craft twists to match direction of outside push
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 1.0) ;
// no deflection = (0.0) max deflection = 1.0
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.1) ;
</code>
Not sure which one though. Sorry the comments aren't helping me. Tried messing with all
of the above, but nothing.
Thank You,
Mikemmax Benford