喜んで、ここに修正版を掲載する：

```csharp
class PaperPlanePhysics {
	// Physical constants
	public float rho = 1.2041f; // air pressure in kg/m³
	
	// Parameters of the paper plane
	public float surfaceWingArea; // Wing surface area in m²
	public float liftCoefficient; // Lift coefficient
	public float airResistanceCoefficient; // Air resistance coefficient
	
	// Compute the lift
	public float ComputeLift(float v) {
		return 0.5f * rho * v*v * surfaceWingArea * liftCoefficient;
	}
	
	// Compute the drag
	public float ComputeDrag(float v) {
		return 0.5f * rho * v*v * surfaceWingArea * airResistanceCoefficient;
	}
	
	// Calculate the resulting forces as 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 interaction between wing angles and the wind speed is more complex.
		// We assume that it only depends on the speed coming from the front.
		Vector3 lift = up * ComputeLift(forwardVelocity);
		
		// Simplification: The air resistance is effecting all directions - possible with different factors for each direction.
		// We only calculate the air resistance from the front.
		Vector3 drag = -forwardVelocity * ComputeDrag(forwardVelocity);
		
		return lift + drag;
	}
}

```
Gerne, hier die abgeänderte Version:

```csharp
class PaperPlanePhysics {
	// Physical constants
	public float rho = 1.2041f; // air pressure in kg/m³
	
	// Parameters of the paper plane
	public float surfaceWingArea; // Wing surface area in m²
	public float liftCoefficient; // Lift coefficient
	public float airResistanceCoefficient; // Air resistance coefficient
	
	// Compute the lift
	public float ComputeLift(float v) {
		return 0.5f * rho * v*v * surfaceWingArea * liftCoefficient;
	}
	
	// Compute the drag
	public float ComputeDrag(float v) {
		return 0.5f * rho * v*v * surfaceWingArea * airResistanceCoefficient;
	}
	
	// Calculate the resulting forces as 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 interaction between wing angles and the wind speed is more complex.
		// We assume that it only depends on the speed coming from the front.
		Vector3 lift = up * ComputeLift(forwardVelocity);
		
		// Simplification: The air resistance is effecting all directions - possible with different factors for each direction.
		// We only calculate the air resistance from the front.
		Vector3 drag = -forwardVelocity * ComputeDrag(forwardVelocity);
		
		return lift + drag;
	}
}

```