I'm planning on finding a 2D solution that accounts for the gravity turn, but right now it's 1D. I'm using 4th Order Runge-Kutta for integration, specific impulse, gravity as a function of altitude, atmospheric density, etc... basically I want to fully solve the problem. I haven't completely thought it out yet, but I think I'll use some form of a gradient descent algorithm for optimization as it scales nicely with lots of variables. About the drag, I was referring to Stokes Drag at low velocity. From past research, I believe drag transitions to velocity squared somewhere around 10-20 m/s, for example: a basketball's drag will probably vary with velocity, while a baseball is velocity squared. I know how to handle these equations pretty well, but supersonic and hypersonic effects are beyond me. It sounds like the game currently ignores effects at transonic speeds, thank god for me. That will make things much simpler. It sounds like the KSP drag equation is Fd = (Cd)(v2)(p)(some constant) where: Cd = drag coefficient v = velocity p = atmospheric density and it just ignores mach effects, cross section, and angle of attack? If so, I will need a value for Cd for each test ship, or at least a decent estimate. It sounds like a list of parts might be enough to calculate this? Let me know if you think that could work. Eventually I think I can make this work with multi-stage rockets, but that's probably quite a long way off.