I think the way to simulate airdrag in the physics engine is very simple. I think the engine has one vector with the linear speed of the entity and other with the angular speed, and each frame, these vectors gets scaled to a factor depending of the linear and angular damping that you've set.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB