To go into some detail on the different aerodynamic models: Stock takes a part-by-part approach. For wings it treats each wing piece as making lift regardless of what's around it which means that aspect ratio doesn't matter, you can stack wings up like playing cards for more lift, and so on. For other parts it means that clipping is ignored for drag calculations, only node attachment matters, and two ships that look the same can behave very differently depending on how you put them together. Changes in aerodynamics with Mach number are largely ignored or fudged. Overall Squad's objective with stock aero seems to be to make something "fun" and playable even if it means deliberately being unrealistic. FAR takes a whole-vessel approach. For wings it considers how each part is placed and considers the aspect ratio of the whole wing and the proximity to other wings, tailplanes, etc. For other parts FAR goes by the shape of the whole vessel, and therefore half-hiding a part in another part will affect the drag as you would expect and a ship should act how it looks. Aerodynamics change with Mach number as you'd expect. Overall Ferram's objective with FAR is realistic aerodynamics within the limits of game and computer performance. Both share the same parts. That helps you make crazy stuff fly in either model - powerful engines can brute force through drag issues and the magic of reaction wheels can compensate for stability issues to an extent. For example I built a UFO in FAR. For a bit of history and completeness, old FAR used a part-by-part approach for the fueselage similar to current stock but handed wings like modern FAR. And old stock just gave everything that wasn't a wing the same aerodynamic deceleration, ignoring shape, orientation, and relation to other parts completely.