Thank you for your replies, guys!
Looks like I wont get around programming this part myself.
So since I didn’t have to celebrate my country all day yesterday xD I spontaneously programmed a small simulation!
The following idea came to my mind before:
What if instead of trying to think about what the air does to the wings, I just calculate the volume which the wings travel each step through the air?
I mean if I can sum up the whole “difference” from one step to another, the result will be all the virtual “air” which the wing has pushed within this step.
In the end this value tells how strong and in what direction the force has to be applied.
Well, for this prototype I reduced the whole concept to simple 2D wings made of elements which are connected to each other with hinges. The hinges are constantly alternating like a sinus wave between two angles. For this example I used -25° and 40° for the left wing and the negated values for the right wing:
Here you can see the wing movement but without applied force. Therefore the center doesn’t move.

The wing is the darker blue line and the bright quadrangles symbolize the amount of air pushed off by each element. They are just a visualization and not part of the actual physic simulation.
Next I applied the summed area to the object, simply changing its y-value on the screen. The result was a bird flying perfectly up and down but since the way all segments were doing were identical when swinging and and when swinging down. the bird simply remained in place after a whole flap of the wings.
However, it was surprisingly easy to break this balance. Only the two inner elements have a headstart of 30% (that’s already seen in the upper animation) and it already caused a difference of the maximal force between swinging up and swinging down.
You can also see this slight difference as the graph moves more in the green area (= force upwards) than in the red area (negative force downwards).
And well, what shall I say? It flies! It flies!!! Muahaha! XD
With the movement “unleashed” (yet still without gravity) it looks like this:

To be honest I’m amazed how well that all worked. This conecpt allows already a lot of variables to use as “genomes” in the genetic algorithm (which I’ll probably do directly in 3D).
If someone wants to try this himself, you can find the zipped GM81 file down there. This is for Game Maker 8.1 (the program I’m the most fond of for prototypes, lol) but you can also open import it in the free version of Game Maker Studio.
The code is hopefully easy to be understood and mostly commented (as I’ll probably show it to my prof too).
Still a question to the physic experts here around: Is this form of calculating the force “realistic”?
Of course it’s only an assumption as interactions between moving air is not taken into account (every segment works on its own) and air-pressure is not being taken into account either. In this example I applied the resulting forces directly to the root/center. In 3D with a rigid physics engine (msot likely the one in Unity3D), I’ll apply it individually to each segment of the wing.
So would you say that those are too many breaks with the physic laws for my purpose already?
Again thank you for your help 
2190157–145297–Fly dragon, fly.zip (11.8 KB)