double drag(double s, double h, double v)
        {
            if (h > Body.atmosphereDepth)
            {
                return(0);
            }
            var atm  = Body.AtmoParamsAtAltitude(h);
            var v2   = v * v;
            var dP   = atm.Rho * v2;
            var mach = v / atm.Mach1;
            var Cd   = AtmoSim.Cd *
                       PhysicsGlobals.DragCurveMultiplier.Evaluate((float)mach) *
                       PhysicsGlobals.DragCurvePseudoReynolds.Evaluate((float)(atm.Rho * Math.Abs(v)));

            return(dP * Cd * s);
        }