How to cancel aerodynamic drag?

I have an airplane with my script, the main problem is that I use those 2 formulas :

   L = (p*Mathf.Pow(transform.InverseTransformDirection(rigidbody.velocity).z*3.6,2)*A*Cl)/2;

for the lift
and

Dx = (p*Mathf.Pow(transform.InverseTransformDirection(rigidbody.velocity).x*3.6,2)*A*Cd)/2;

rigidbody.AddRelativeForce(-Vector3.right*Dx);

Dy = (p*Mathf.Pow(transform.InverseTransformDirection(rigidbody.velocity).y*3.6,2)*A*Cd)/2;

rigidbody.AddRelativeForce(-Vector3.up*Dy);

Dz = (p*Mathf.Pow(transform.InverseTransformDirection(rigidbody.velocity).z*3.6, 2)*A*Cd)/2;

rigidbody.AddRelativeForce(-Vector3.forward*Dz);

for the drag. I set the drag of my rigidbody to 0.1 and try to use those formulas, but airplane continues moving with momentum/inertia

No idea? :smiley:

Hmmm, i have anti-grav ship which had this annoying momentum too, so i did something like this:

var MaxSpeed : float = 1700000;
var ActSpeed : float = 0;

function FixedUpdate() {
	verMovement = Input.GetAxis("Vertical");
	rigidbody.AddForce(transform.forward * ActSpeed * Time.deltaTime);
		if (verMovement && ActSpeed < MaxSpeed) {
			ActSpeed += 2500;
		}
		else if (!verMovement && ActSpeed >= 1500){
		ActSpeed -= 1500;
		}
		if (ActSpeed < 0){
			ActSpeed = 0;
		}
}
function OnCollisionEnter (StrHit : Collision){
	rVelocity = rigidbody.velocity.magnitude * 3.6;
	if (StrHit && ActSpeed > 0 && StrHit !== gameObject.tag == "Enemy"){
		ActSpeed -= 900 * rVelocity;
	}
}
function OnCollisionStay (WeakHit : Collision){
	rVelocity2 = rigidbody.velocity.magnitude * 1.6;
	if (WeakHit && ActSpeed > 0){
	ActSpeed -= 200 * rVelocity2;
	}
}

Hope it helps… somehow ^^d
(rigidbody is 60u heavy, and is set to drag = 3)