anchor.diff:  handle_input_command(Entity, <<"pitch">>, [TargetVel], _KWArgs) ->
   	set_target_angular_velocity(Entity, {TargetVel, undefined, undefined});
   
  -handle_input_command(Entity, <<"yaw">>, [TargetVel], _KWArgs) ->
  +handle_input_command(Entity, <<"heading">>, [TargetVel], _KWArgs) ->
   	set_target_angular_velocity(Entity, {undefined, TargetVel, undefined});
   
   handle_input_command(Entity, <<"roll">>, [TargetVel], _KWArgs) ->
  -	set_target_angular_velocity(Entity, {undefined, undefined, -TargetVel});
  +	set_target_angular_velocity(Entity, {undefined, undefined, TargetVel});
   
   % Catch-all
   handle_input_command(Entity, Command, Args, KWArgs) ->
  
positive.code: 						}
  					},
  					{orientation,
  						quaternion:from_axis_angle(
  							vector:unit({
  								random:uniform(),
  								random:uniform(),
  								random:uniform()
  							}),
  							random:uniform() * 2 * math:pi()
  						)
  					}
  				]
  			),
  
negative.code: 		{ target_angular_velocity, {0, 0, 0} },
  
  		% Intrinsic ship parameters
  		{ linear_target_velocity_scaling, {1200, 1000, 1600} }, % {sideslip, lift, throttle}
  		{ angular_target_velocity_scaling, {2, 2, 2} }, %  {pitch, heading, roll}
  		{ max_linear_thrust, {600, 500, 800} }, % {sideslip, lift, throttle}
  		{ max_angular_thrust, {2, 2, 2} }, %  {pitch, heading, roll}
  		{ linear_responsiveness, {3, 3, 3} }, % {sideslip, lift, throttle}
  		{ angular_responsiveness, {3, 3, 3} } %  {pitch, heading, roll}
  	]),
  
  	% Merge our initial shipstate dict with our default values, prefering our initials where there are
  