Well me and Col have been discussing it and lift and drag (in RL) are both functions of area, speed squared, reynolds number and the respective lift or drag coefficient. Speed is measured, and reynolds number can be assumed constant. The lift and drag coefficients are defined by the shape of the aerofoil they shouldn\'t need rescaled. That is leaves area. The first step is to assume Unity calculates this based on the rescaling and nothing needs changed, try it out and see how it works. If not Unity maybe using a short cut somewhere and adjusting the coefficients linearly by the change in area might be your best bet. As to the angular drag. The angular drag of an aircraft is primarily a function of the positioning and orientation of the wings, tail plane and tail fin rather than a function for the aerofoils themselves. So I don\'t believe the angular drag should need to be changed in theory. Although with ut seeing the Unity code to understand what assumptions it makes these are only guesses based on my half remembered flight dynamics courses I took nearly a decade ago! But a reasonable starting point maybe?