Making a gameobject follow camera rotation with delay?

Hi everyone!

So I am making a cockpit-based game and I am trying to move the ship after the camera movement with a slight delay.

So you get a sense of moving your head inside the cockpit and that the spaceship feels heavy.
Its hard to explain but here is a gyazo… :

So what I want is for the ship to follow the camera but with a slight delay.
I’m not really sure how to explain it but I hope you understand.

This is all I have right now:

public float rotationSpeed;
    public Transform RotationObject; 
       
    void Update () 
    {
        RotationObject.transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * rotationSpeed);
        RotationObject.transform.Rotate(Vector3.left * Input.GetAxis("Mouse Y") * rotationSpeed);
    }

I use that script on both the camera and the ship with different rotationSpeed values.

I would get the delta between the direction of the camera and the ship and lerp it

yeah lerp it in lateupdate or in corutine like this

here is unity lerp Unity - Scripting API: Vector3.Lerp

or use corotine Unity - Manual: Coroutines

and pu delay in it and it will make your day