Massimo said:
My goal is to do this for a powered submarine, albeit a very small and slow one like the NR-1; it's supposed to have a maximum speed of about 6 knots submerged. For context, I'm drafting an idea for a submarine simulator game with a heavy focus on realism, but this obviously requires doing a lot of complex math that I'm unfamiliar with.
Really Nice Idea, but perhaps conceptual ideas may be the best here. There is a lot of variables and unknowns that would come into modelling a physical system like the one your describing. The best area of physics would probably be a mix of Fluid Dynamics and Classical Dynamics (Specifically Lagrangian and Hamiltonian approaches). One major problem with trying to define this system is that it will be very hard to calculate quantitative results from people online , i also think for a game a qualitative approach can be just as detailed and a satisfactory answer.
While the calculations are possible other things are needed to be known from a physics perspective until you can solve this type of problem. Your system would have a fair amount of degrees of freedom and the constraints would make for some very complicated equations of motion. Secondly not only would the fact that the constraints on this system change in time, but they will not change in a way that is predictable in time either.
This is what we call Chaotic Dynamics where in this case the path of the Submarine would only be described by 1 curve in 1 instance with 1 set of initial conditions and changing the initial conditions of your problem(e.g. the subs position, the water density at different points, the waters direction and velocity, the dynamics of the submarines geometry with respect to the water, etc etc etc would drastically change the mathematics that describe the path of the submarine, from a physics perspective.
In other words its unrealistic for us to try and calculate this type of problem for you online. Good Luck with the game.
It would be best to generalise the problem for calculations e.g make the velocity of the sub constant , assume a constant density of water, assume the waters velocity doesn't affect the submarines velocity, assume the mass of the fuel/the sub is const etc..
I would recommend modelling this as a block sliding on a surface with a coefficient friction of that of water to find you a speed my friend. complicated physics = bad because physicist like me = lazy