Your project manager is planning to add more physics simulations to the game. He wants the UFO to rotate around its Y-axis. However, it must follow the physics laws and the rotation could occur while applying forces and/or impulses to the UFO. Hence, you must use the physics simulator capabilities to avoid buying a physics law book.
We are now going to use Farseer Physics Engine to add a torque affecting the UFO's rotation.
Body.RotationalDragCoefficient = 0.2f;
_mesh.World = Balder.Core.Math.Matrix.CreateRotationY(FarseerGames.FarseerPhysics.Mathematics.MathHelper.ToDegrees(Body.Rotation)); ...