First thing you are going to want to do is to separate the dive planes to left and right. So you will have:
Node-NSS_688i_R_FW_Plane
Node-NSS_688i_L_FW_Plane
Here's a picture of the Node structure:

Chunk 111 is a Type 10/4
Chunk 112 is a Type 6/0
Chunk 113 is a Type 10/1
And Chunk 114 is a Type 6/0
Once you have that set up we'll work on the KeyFramesAnim first.

Note that all of the entries are set to zero except for the "Start Position." And like the note in the picture says, set your "Start Position" the same as the nodes position. If you have the source node rotated you will have to enter that as well.
Next is the PositionKeyFrames chunk. This is where we set up the actual movement of our source node.
For the 688i bow planes I've used two array items here. Using just two will give a steady speed animation. If you need the speed of the object to vary at different times you can add more array items to tweak that. looking at this picture it should be pretty self explanatory. Time is time in seconds and position is the position of animation in xyz coordinates. Your first array item you'll want to set the position to that of the source node like we did in the KeyFramesAnim. For the second one after X seconds have elapsed in the animation this is where the end position is for the animation. The 688i bow planes go straight in and straight out, as evidenced by only the change in the x position.
That takes care of the .dat file so now all you have to do is a minor change to the .sim file.
All you have to do for the .sim file is ensure both nodes are listed under Front_diveplane Objects. By doing that you tell the game that these two nodes are the bow planes and to animate them accordingly for rise and dive.