But wouldn't such a model ignore aerodynamics and always pull the fighter down, no matter the wing form or forward speed?
pretty much. you must counteract gravity with another force, lift or thrust for example. missile can generate lift purely from thrust, but because of their speed, they can also produce non-trivial lift. aircraft have wings for lift, and vtols have lift engines. flight is essentially the balance of four forces, and my solution was to simulate all four accurately while under newtownian physics. drag can be fudged with velocity caps and thrust is already in, so you really only need to simulate lift and gravity. gravity is applying a uniform acceleration vector to all objects in the game.
lift is a little more complicated. its always perpendicular to airflow so if you crossed airspeed vector with lift force vector (in world space) the resulting vector would be parallel your local x axis (in world space), but rotated about airflow z to point in the lifting direction of the wing. angle of attack also plays a role, every degree of positive aoa increases lift coefficient (cl) by roughly 0.11 (this value is common to all known airfoils), and every degree of negative aoa decreases the cl by the same amount, up till the min and max stall angle where it falls off with a nice rounded curve to zero (no lift). here is the basic math:
lift = 0.5 * air density * velocity^2 * wing area * lift coefficient
my script uses a more complicated formula i think. if i were to make a modder friendly lift force feature i would fudge wing area and cl into a single float for each ship, call it lift factor. velocity would be the ships forward speed, and you would probibly want to set atmo density somewhere else (like when you enable atmospherics with a sexp, script, checkbox in fred, whatever). you would also want to specify an aoa range. min aoa to max aoa where lift is stable (my script has another cariable to discribe how rapidly the curve falls off from there, but you can omit this for simplicity and use a fixed curve, something proportional to the aoa range). multiply aoa in degrees by 0.11, and 1 to it, and multiply it into the total lift. so modders only need setup 3 or 4 variables for the ship, and one for the environment. so the math then becomes:
lift = 0.5 * velocity (velocity vector magnitude, not the vector itself) ^2 * lift factor * (1+(aoa * 0.11))
this is (i think my math may be funky) a close enough approximation for lift force. figure out what the direction of lift as a normal vector and scale it by lift. divide (i think) by ship mass to get an acceleration vector to apply. while your doing that apply your gravity acceleration vector as well. you may also want to do some angular stuff like simulate the tendency of an aircraft to resist turning due to drag. but thats another matter entirely, even my script doesnt do that corractly yet.