Just fly around for a bit like you would normally. It should be pretty obvious. The HUD jumps with the view as well.
That being said, I know that the bug exists, I just want some way of fixing it without having to redo the method that I'm currently using.

I could switch to using a normal vector for direction and a measure in degrees for a ship's role, but that would require interpolating four variables instead of three to smoothly change a ship's orientation.
Interpolating matrices is a solution, but it's one that I'm not familiar with (I'd have to start from scratch and add the math function as well) and I would also lose the individual control over the three rotational axes that I have now. There's a Freespace 2 matrix interpolate function, but it's very specialized and not compatible at all with the method I'm using right now.
Once this is ironed out, the camera system should work flawlessly, with none of the problems as before, and it should also be possible to play around with the main camera modes and add movement based on them (eg transition from the chase view to a free camera by reading off the main camera position and starting the free camera from there)
Cameras also have FOV functionality that takes the same arguments as the rotation and position variables (value, time to complete, time to spend accelerating) so BSG style zooms should be possible.
I don't have any more features planned, save for a couple of scripting hooks, but if anyone wants some I could probably add them...provided they aren't too elaborate. I've thought that some predefined shake functions would be nice, but that's lower priority for me atm. Unless somebody else wants to come up with functions.

Anyway, mostly I was curious to know if anyone was familiar with these functions or not to provide an 'upgrade' solution to the problem.