Ok, first, I am fully aware of InfernalRobotics, I just wanna post THIS one which uses a vanilla module.
Special thanks to Yargnit for telling me and all other 100-something livestream viewers of his.
Motors: The 2nd-to-last frontier
Ok so, while watching Yargnit's KSP livestream, he was experimenting with a module. He told us! Yay!
Apparently it was implemented in 0.24 but was never used (hence the word "Test" in the module). It's a fully-developed motor-like module. It works fine, with tweakables too. No problems of any kind with the system, just that it was never coded into a part. So I coded it into a part, and now EVERYONE can use it! By the way, the module is ModuleJointMotorTest.
So basically it rotates the nodes connected to it. It has 3 modes: Park, where it stays still, Neutral, where it's neutral, and Drive, where it rotates. The speed and force can be changed w/ tweakables, and there's also a reverse. You can also set it to a throttle > speed setting to, it's useful for planes and helicopters. When making helicopters, it is recommended to put a Neutral motor below the rotation systems, so it doesn't spin you. Uh, blah blah blah no SAS blah blah thank you for downloading blah.
P.S. Struts and KAS wires/pipes will in fact obstruct movement. Loss of life due to excessive spinning is not covered by warranty. Warranty will be voided if used to fling A-C-Class asteroids at things.
The thing about this is that, unlike InfernalRobotics, it doesn't use any added plugins, so RAM usage is minimized. MJMT is a fully stock module, so it shouldn't take up much memory.
Action groups don't work, by the way. Sorry.
CurseForge page: http://kerbal.curseforge.com/ksp-mods/223357-spin-o-tron-motors
Download from KerbalStuff: [removed link to defunct website]
Known Issues
- Kerbal Joint Reinforcement
It seems to make the motors refuse to spin. Complain to ferram4 if you want this fixed.
Credits -
Squad - KSP, motor module (coding for it), docking ports of which the motors are based on
Yargnit - Motor module (or at least revealing it)
Me - coding it, period
I completely do not own any part of this mod, other than nothing really. In fact, I don't even own the thumbnail of this mod (it's one of Squad's flags). I simply coded it to fit the requirements of a motor. Textures, model, KSP, and the motor module belong to Squad.
The contents of this mod are distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, found here:
http://creativecommons.org/licenses/by-nc-sa/4.0/
EDIT 5/21/15: Wow, I completely forgot I had this forum post. Added KerbalStuff and copyright.
P.S. Thank you Niemand for pictures.