currently if you take things off in the parts selector, or physically rip them off, the car gets faster. This is because drag is only additive. Due to the rudimentary drag system, and how compute intensive a full aero system would be, I have a stop gap solution. I suggest a drag modifier similar to performance parts in the engine. Let's say you have a front bumper, you have a section for listing triangle groups, and the effected drag values. For each effected value, have a beam group too, and if this beam(s) is broken, it disables the drag modifier too it could look something like this in the jbeam "dragMod":[ ["triangleGroup","beamGroup","dragMultiplier"], ["radiator","frontbumper_M","0.5"] ], the only big problem I can see here is if there's multiple parts, but I don't see this as that big of an issue. It'll also never go negative (unless you use negative numbers). On the upside, this makes modding more sensical, and allows the idea of other things, like simple undertrays without having to make a whole new chassis just for the lower drag, but less good because it's not effected by damage to the undertray