Oh.... my.... god. I just found out the problem... and your gonna laugh.
I went into project settings physics manager, and set max angular velocity from 0 to 500 and it instantly worked. May have been a bit fast with a rotation speed of 1000000.0 but this can be easily changed. Im such a noob sometimes.
Are you sure you are overwhelming the inertia of the object in your virtual environment ?
EDIT 4/13/2011 13:31 GMT+1
I believe another question on the site has the code and the discussion you need. This isn't a real double but it's good enough I believe, but you will have to judge that for yourself.
Maybe it’s just me… but this seems to only work in FixedUpdate(). At least that’s what I’ve found. Maybe it’s a bug? I looked through the docs… not super thoroughly, but it doesn’t seem to be stated anywhere.