Alright I'm having a hard enough time with ship rotation deltas I've started diving into quaternions.
Using excel spreadsheet:
Assume it starts at A1
|=COS(Z) * COS(Y)||=SIN(Z)*COS(X) + COS(Z)*SIN(Y)*SIN(X)||=SIN(Z)*SIN(X) -COS(Z)*SIN(Y)*COS(X)|
|=-SIN(Z)*COS(Y)||=COS(Z)*COS(X) - SIN(Z)*SIN(Y)*SIN(X)||=-COS(Z)*SIN(X)+SIN(Z)*SIN(Y)*COS(X)|
|=SIN(Y)||=COS(Y) * SIN(X)||=COS(Y)*COS(X)|
If I punch in the right X,Y,Z then the results will look good compared to the in-game Orientation matrix.
Then I convert that matrix into a quaternion:
Say i take (0,0,45)
I get :
Problem is the results are W=.92541 X = 90, Y = 90 Z = 45
Why the 90's?
Or better yet.. does anyone have a good way of taking the change in a ships rotation and comparing it to the previous frame's i.e. the delta change in pitch/bank/roll for all three axises?