Thought y'all may be interested in the following which I've discovered after much testing.
OBJECT ROTATION
Default is ZYX (opposite of documentation)
SET OBJECT ROTATION XYZ actually does ZYX and vice versa.
a#=OBJECT ANGLE X (Y or Z) <objno> does work with standard ROTATE OBJECT commands and returns the expected answer dependent upon the rotation order.
Using freeflight (TURN, PITCH, ROLL OBJECT), returned angles are ALWAYS ZYX whatever OBJECT ROTATION order is set.
CAMERA ROTATION
Default is XYZ (opposite of documentation)
SET CAMERA ROTATION XYZ actually does ZYX and vice versa.
CAMERA ANGLE X (Y or Z) does work with standard ROTATE CAMERA commands and returns the expected answer dependent upon the rotation order.
Using freeflight (TURN, PITCH, ROLL CAMERA), returned angles are ALWAYS XYZ whatever CAMERA ROTATION mode is set. Also, you should insert a ROTATE OBJECT <objno>,0,0,0 before the first freeflight command or the object appears to point in the opposite direction to the correct one!
..and all free, gratis and for nothing! (See earlier post)
AMD Athlon 1600+, 512MB, GeForce 3