Sets the angular inertia. See PhysObj:GetInertia
1 Vector angularInertia
The angular inertia of the object.
This does not affect linear inertia.
Setting a value of 0 on any axes makes the physobject go invalid.
After changing the inertia of a frozen physics object, upon collision with another entity, it will begin moving with no respect to gravity or world collisions (as if still in a frozen state). This can be worked around by enabling and then disabling the motion of the physics object (PhysObj:EnableMotion)