See this video for a simple demonstration of the problem and how it should look to be usable: https://www.youtube.com/watch?v=spD6sUd-3mE
The rotation of an object in TB has the following order:
The initial dir [0,1,0], up [0,0,1] and right [1,0,0] vectors of the objects are rotated by the bank/roll angle around the dir vector. Then dir and up vector are rotated around the right vector by the pitch angle. Finally dir and right vector are rotated around the up vector by the yaw.
The following order would match how most of this is handled ingame (setdir, etc). Also it feeld more natural:
First all axes are rotated around up vector by the yaw, then pitch and then bank is applied.