Ah 0.120ms sounds a lot better :)
Last time I checked aircraft was literally just a reskinned car with no collision. Easy to do but for me, the resulting lack of immersion is unacceptable. You can walk through it when it's landed, there is no "height", no takeoff, no crashing, etc.
The reason why these things are so hard to do is because there is no api for them, you have to "emulate" them with scripts. When Wube created the api all they gave us modders was an interface for vanilla features.
For example there are two car entities in vanilla, the car and the tank. They only need to have different textures, fuel consumptions, acceleration, collider boxes, etc, and hence these are the only things you can change as a modder. Adding things like (mod controlled) animation capability just wasn't needed for them so it's not possible. The workaround is to have a second car entity, script glue it to the first, and change the car orientation with scripts to specify the frame being displayed. So the rotor is actually a car. But that's not all, if you do just that the animation won't be smooth at all, because the orientation angle-frame relationship is not linear. It looks more like sin(x)+x, not sure why but you have to compensate for that. So all that just for a spinning rotor and that's just one of the tricks you need to find out. All in all making this mod was a very frustrating experience, but it's satisfying to see things working well at the end. I hope wube will add some flexibility when they reach 1.0 and they have more time for this sort of thing. From time to time, if you're lucky, they will even implement modding feature requests (like the belt immunity I mentioned).