Let's play/Tutorial series in Kerbal Space program, v0.18.2 (Still valid for 18.4, 19.1 based on change log...and beyond until Squad starts revising the drag model). In Krash Test Kerbals, we don't just play KSP, we find the parts of rocket science that aren't hard! Today we're looking at the Aerodynamic Drag model in KSP, the bugs it produces, how to find terminal velocity, and how the understanding of air resistance can help us save fuel for orbit instead of wasting it close to the ground.
As of 0.22 the drag model is still the same, however Nosecones finally had their stats changed to have a lower drag than most other parts...so they're actually trying to be useful. The results for TAD-2 should now have Nosecone tanks moving faster and hitting first.