I tried using RotVelocity,BodyAngularVelocity and all have similar outcomes depending on the direction the rocket is moving in/
This is what I get when handling it from a localscript:
repeat RunService.RenderStepped:Wait()
Part.CFrame = Part.CFrame * CFrame.Angles(math.rad(SpinSpeed),0,0)
https://gyazo.com/1ef8e1c52e9208431df18d66025adb80
Hopefully you understand what I mean by the spin effect on the rocket.