Quick answer: Apply each control input as a torque about the aircraft's own local right, up, and forward axes, and integrate rotation as a quaternion so the axes stay independent and stable.
Players find the plane impossible to fly because rolling also pitches it and yaw drifts. Applying torques in local body axes and using quaternions keeps the three controls clean and decoupled.
How to fix it
1. Apply torque in local axes
Pitch about the body's local right axis, yaw about its local up axis, and roll about its local forward axis, transformed by the current orientation each frame.
2. Integrate as a quaternion
Accumulate rotation with quaternions rather than Euler angles to avoid gimbal lock and the axis bleed that comes from applying Euler rates in the wrong order.
3. Add damping per axis
Apply angular damping so inputs settle and the plane does not keep rotating after the stick centers, giving a controllable, stable response on each axis.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.