I can see the argument that when this code is multiplied across several functions the RAM costs starts to add up. On CC3D we're still battling for hundreds of bytes of RAM, so saving several bytes with better coding is a significant gain. @Mischa-Alff pointed out that the bits can be handled with defines, which sounds reasonable to me. Code efficiency is important, and code readability tends to be an "eye of the beholder" thing. For instance, ```invery_yaw = throttle < 0``` is a great example of code which is equally (un)readable, since it throws several operators into a string without parentheses. IMHO, I find the cleanly written and commented bitshift easier to read.

@Mischa-Alff is right that different vehicles and different situations need different inversions. Reverse throttle is a poor-man's inversion, since there is no guarantee that the car is moving backwards at that time. Additionally, platforms such as aircraft will not want to inverse just yaw when inverted. Adding additional platforms is **not** easy or straightforward without the stub, unless you're intimately familiar with our codebase. What could make sense is expanding the switch to handle all airframe types, although at that point it would have to be spun off into a separate function.