Please be aware that the orientation call gives the orientation with respect to the board and not the display, so the absolute yaw is likely quite off from what you would expect. To account for this somewhat you could offset ~10 degrees of rotation around the y-axis (when the HUD is in the goggles this will be the axis pointing from the ground up).
We are working an API to correct this offset, but it has not been released yet. Hope this helps in the meantime.