So I'm just about getting started making a small, on rails flight game in Unity3D, and I have to model some physics that fit well with the control scheme I have. What I want to do is map the different analog triggers of a controller to each wing of a dragon, so the more you push the analog trigger down, the less lift you have on that wing so you lean and fall toward that side. It's been a while since I've taken physics, so I'll try to do my best to lay out how I've been thinking on how to solve this problem.
Since the game is going to be on rails for now, I'm just going to apply a constant force forwards to move the character.
So for stable flight, I obviously need all the vertical forces to sum up to zero. I'm guessing gravity will be my only force pushing downward. I'll have 2 forces pushing upward for each wing.
I'm having trouble figuring out how to map the horizontal and rotational forces of the character though. I want to eventually be able to make it easier or harder to maneuver based on wing extension. I also want to model how the angle of attack effects the forward speed of the character also. What would be the best way to do it? Are there any sources on flight I should read first before I tackle this?