Hi there, I keep going back and forth between installing and uninstalling FAR. The built-in aerodynamics are extremely frustrating, but FAR adds its own set of quirks as well :/ One of my major points of confusion though is that I'm never sure how exactly FAR interacts with non-stock parts and addons. - Apparently B9 is now FAR compatible, but what about Taverio's? - I'm just going to assume Firespitter and other prop lift packs are out of the question, because I've had nothing but frustration and failures with them. - Does MechJeb's spaceplane guidance get confused by FAR? I've yet to get auto-runway-landing to work, but that may also just be my less-then-stable plane designs... - Is there a way to reliably tell if given part is generating drag? This is primarily an issue for custom parts. For example, if something "behind" a fairing or nosecone, is that sufficient? Does FAR know if it "sticks out" from the footprint of said nosecone/fairing? Does it matter is the sides are not covered by fairings and are just exposed to the air? Will any of the cargo bay addons mitigate this latter effect (if it exists to begin with)? - In general, what is required for FAR to take into account a part, and what sort of parts are affected by it? For wings, they have to be specifically coded for FAR support, correct? For nosecones and fairings does it only look for the string "nosecone" and "fairing" or what else is there (precisely)? Are there any other strings it looks for? Can I manually edit cfg files to fill in missing details? Do jet engines need ot be FAR aware in any way? What about air intakes? - Finally, is it just me, or does FAR make regular vertical ascent substantially more delta-V efficient, due to drag reduction (after proper nosecone placement)? Sorry about the question wall, it's been driving me pretty batty though... Argh, mod fatigue...