Angular velocity; what am I doing wrong

From my previous thread about body movers, I had gotten a suggestion to use angular velocity instead of body gyro to rotate a part.
AngularVelocity.AngularVelocity still changes however the model doesn’t move.
https://gyazo.com/1276ecf4db2748fbcf36228e7ee13ded

Local script

userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
	if inputObject.KeyCode == Enum.KeyCode.W then
		WHeld = true
	end
end)

while wait(0.2) do
	SubRootPart.BodyVelocity.Velocity = SubRootPart.CFrame.LookVector * SubRootPart.BodyVelocity.Velocity.Magnitude
	if WHeld == true then
		SubRootPart.AngularVelocity.AngularVelocity = Vector3.new(100, 0, 0)
	end
end	

Is ANY Part of the sub Anchored? If yes, then it won’t move.
Also, how Dense are your Parts? If they are really heavy then they the forces may not be enough to rotate them. Try checking all the Parts Massless boxes in the Property ‘Behaviour’ dropdown.

No that doesn’t seem to be it. Should I use body gyro or body angular velocity instead?
I’m more reluctant on using body gyro as I’m already using it to prevent the submarine from rolling.

With your BodyGyro, what do you have the Forces set to?
If you’ve got them set to something like 10000000000000000,1000000000000000,100000000000000 then your AngularVelocity probably won’t be effective. You’re probably best off to set the BodyGyro Y value to 0 to allow it to rotate as well.

I decided to try out angular velocity since using body gyro, I can’t seem to make the model rotate horizontally along its yaw.

That’s what I meant when I suggested using the BodyGyro above, but setting the middle value (the Y value) of the Gyro to 0 so the AngularVelocity is able to spin it.

Ah, in that case I have a body position which keeps the model from falling. The y axis for this is set to inf, could that be the problem?

I think yeah, the body position thing might be the cause, and yeah scottifly is right, if you set up bodygyro/BodyVelocity (I dont know which one anymore) it will make it float even if unanchored