if you type aerodynamics drag in wikipedia you can read how it works and why. I can give you a practical way of how to go about using it. using it right you shoudl be able to model realistically any convetional aiplane.
basically aerodynamics lift and drag are empirical equation that approximate very accurately the behavior of an airfoil travelling on a steady fluid and at low velocity.
the form for both expressions are similar
[list=]F = 0.5 * r * C * A * v ^ 2
where:
F = is the magnitude of drag or lift force at the center of pressure of the airfoil
r = is the density of the fluid
V is the velocity of the foil center of pressure relative to the fluid,
C is the or lift coefficient
A area of the foild,[/list]
in the equation r, C and A for a given air for are constant, however
A (the airfoil area) can be control by a typical fold generation what is know the Control surface
basically rudders and aileron are devices that change slightly the area A of the foil
the difference between drag and lift is that the drag line of action the vector directly opposed to the to the air relative velocity of the foil center of pressure
those are the only componet that you need to use to control the plane
the procces can be like this
-for each foil do
-calculate the velocity of the center of preasure
let P be the local center of pressure in global space,
let V, W the linear and angular velocity of the plane
let V0 the velocity of the wind
Vf = V + cross (W, P) - V0
as you can see Vf is different for each side of the plane when the play is turn
this is what implicitly genaret the rolling drag of the plane
-calculate the angle of attack (you do tha already)
-Calculate the the surface Area,
-Calculate the lift Fl and Fd force magnitude
-calculate direction vector of Lift and direction vector of Drag and scale those vector by Fl and Fd
F = liftDir.Scale (Fl) + dragDir .Scale (Fd)
-calculate the torque generate by this airfoil on the plane
let COM be teh center of mass of the plane in global space
T = cross (F, P - COM)
-add that force and torque to the body
after you do that for each air foil, then you add the Gravity force, plus teh trusth forces generated by any engine
and that is all.
you can consider the body of the plane as a special airfoil with a large coefficient of drag and very low coefficient of lift (for most airplane the body is the main source of Drag)
if you do that and after you fix the bugs you should have a very realistic flight model that can match any non supersonic flighing vehicle.