喜んで！以下は、より良い変数名を持つ英語のコードである：

```cs
class PaperPlanePhysics {

	// physical constants
	public float rho = 1.2041f; // air density, kg/m³
	
	// characteristics of the paper plane
	public float wingSurf; // wing surface, m²
	public float liftCoeff; // lift coefficient
	public float dragCoeff; // drag coefficient
	
	// calculate lift force based on velocity v
	public float ComputeLift(float v) {
		return 0.5f * rho * (v * v) * wingSurf * liftCoeff;
	}
	
	// calculate air drag based on velocity v
	public float ComputeDrag(float v) {
		return 0.5f * rho * (v * v) * wingSurf * dragCoeff;
	}
	
	// calculate all resulting forces as a vector
	public Vector3 ComputeForceVector(Vector3 velocity, Vector3 forward, Vector3 up) {
		// wind speed along the wing
		float forwardVelocity = Vector3.Dot(velocity, forward);
		
		// Simplification: In reality, the relationship between wing angle and airspeed is much more complex.
		// We assume that it depends only on the speed straight ahead.
		Vector3 lift = up * ComputeLift(forwardVelocity);
		
		// Simplification: Air resistance works in all directions, possibly with different factors.
		// We only compute the forward drag here.
		Vector3 drag = -forwardVelocity * ComputeDrag(forwardVelocity);
		
		return lift + drag;
	}
}
```
Gerne! Hier ist der englische Code mit besseren Variablennamen:

```cs
class PaperPlanePhysics {

	// physical constants
	public float rho = 1.2041f; // air density, kg/m³
	
	// characteristics of the paper plane
	public float wingSurf; // wing surface, m²
	public float liftCoeff; // lift coefficient
	public float dragCoeff; // drag coefficient
	
	// calculate lift force based on velocity v
	public float ComputeLift(float v) {
		return 0.5f * rho * (v * v) * wingSurf * liftCoeff;
	}
	
	// calculate air drag based on velocity v
	public float ComputeDrag(float v) {
		return 0.5f * rho * (v * v) * wingSurf * dragCoeff;
	}
	
	// calculate all resulting forces as a vector
	public Vector3 ComputeForceVector(Vector3 velocity, Vector3 forward, Vector3 up) {
		// wind speed along the wing
		float forwardVelocity = Vector3.Dot(velocity, forward);
		
		// Simplification: In reality, the relationship between wing angle and airspeed is much more complex.
		// We assume that it depends only on the speed straight ahead.
		Vector3 lift = up * ComputeLift(forwardVelocity);
		
		// Simplification: Air resistance works in all directions, possibly with different factors.
		// We only compute the forward drag here.
		Vector3 drag = -forwardVelocity * ComputeDrag(forwardVelocity);
		
		return lift + drag;
	}
}
```