hmm, this a screen of the angular readouts of the x-axis as the ship rolls left about 180 degrees/s.
http://s9.postimg.org/u2y3pesb3/screen_1404426459.jpgJust in case my axis was wrong I tried the same whilst logging the y and z axis. They all stayed at very low numbers and none of them increased proportionately with the roll speed.
What turned me onto it was to stop my models sliding out of control I use this code to autocompensate:
var velo = this.velocity(1);
if (velo.linear.x > 0) {
this.extra_force({y:0,z:0},{y:0,x:-latForce});
}
if (velo.linear.x < 0) {
this.extra_force({y:0,z:0},{y:0,x:latForce});
}
and it works perfectly. When I use something similar to stop yawing or pitching it overshoots the zero point by some margin until it reverses speed, overshoots even more and eventually oscillates out of control, no matter how low the forces, speed and acceleration are.
if (velo.angular.x > 0) {
this.extra_force({y:100,z:0},{z:0,x:-angForce});
this.extra_force({y:-100,z:0},{z:0,x:angForce});
}
if (velo.angular.x < 0) {
this.extra_force({y:100,z:0},{z:0,x:angForce});
this.extra_force({y:-100,z:0},{z:0,x:-angForce});
}
edit: here's a screen with all 3 axis being logged.
http://s28.postimg.org/uhiaxd76l/screen_1404427168.jpgat that time it was yawing right so fast it was a blur, with a slight pitch up and barely no roll.