Occlusion maps won't help you much, I think.
But what just came to my mind is that in S3D you can set an id for the texture file being used and probably also change the uv map.
So, if you create a new, larger texture file (the ...T0x.dds ones) and give the 3d model a new uv map that referres correctly to this larger texture you might be able to make the game using different areas of the texture file for each side of the sub.
Just a thought.
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