:rotfl: :rotfl: :rotfl:
Well, I found the obvious answer... we can just change the mass of the submarines so they act more like real subs in the water.
Currently, the masses in the database are around what the actual masses of the subs are in RL. Evidently, the engine itself isn't coded so that this would be enough by itself to provide correct performance, perhaps to make it easier for submerged and surface/air objects to cooexist in the same space, without having drastically different physics for the water and the air. That is, it's "ok" for submerged objects to behave as if they are in the air (with limited drag), but definately not ok for air platforms to perform as if they are in the water.
So, it looks like the answer is to increase the mass of the subs to make the performance more realistic. Obviously, this would be a HUGE workaround of the physics engine, and would require *a lot* of testing under different conditions to get right, but it is definately possible. This would change the acceleration, deceleration, and the turning performance of the subs as well. This last one, the turning, may not work out right, so as I said, we have to look at it very closely.