//This updates the interactions of all wings near this one; call this one when somethign changes rather than all of them at once
        public HashSet <FARWingAerodynamicModel> UpdateNearbyWingInteractions(HashSet <FARWingAerodynamicModel> wingsHandled)
        {
            //Hashset to avoid repeating the same one affected

            for (int i = 0; i < nearbyWingModulesForwardList.Count; i++)
            {
                FARWingAerodynamicModel w = nearbyWingModulesForwardList[i];
                if (!wingsHandled.Contains(w))
                {
                    w.UpdateThisWingInteractions();
                    wingsHandled.Add(w);
                }
            }
            for (int i = 0; i < nearbyWingModulesBackwardList.Count; i++)
            {
                FARWingAerodynamicModel w = nearbyWingModulesBackwardList[i];
                if (!wingsHandled.Contains(w))
                {
                    w.UpdateThisWingInteractions();
                    wingsHandled.Add(w);
                }
            }
            for (int i = 0; i < nearbyWingModulesRightwardList.Count; i++)
            {
                FARWingAerodynamicModel w = nearbyWingModulesRightwardList[i];
                if (!wingsHandled.Contains(w))
                {
                    w.UpdateThisWingInteractions();
                    wingsHandled.Add(w);
                }
            }
            for (int i = 0; i < nearbyWingModulesLeftwardList.Count; i++)
            {
                FARWingAerodynamicModel w = nearbyWingModulesLeftwardList[i];
                if (!wingsHandled.Contains(w))
                {
                    w.UpdateThisWingInteractions();
                    wingsHandled.Add(w);
                }
            }
            return(wingsHandled);
        }