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Set your "enter broadside range' to max, so it immediately enters broadside mode, then set your broadside angle to zero. Finally set your broadside miniumum range to a "safe" distance which will break off the attack before a collision occurs - unless of course you want it to ram!
Your ship should now go straight for the enemy and will only change course when it gets really close.
You may need to fine tune its target prioritisation when fighting fleet battles, if it changes target it will also change heading to try and face it.
If you are still struggling, check the turning circle setting is realistic, setting it to max may help stop it miscalculating turns
The second part to your problem is probably your lack of properly programed Target Priority card, because even without the ability to reverse your ship could be programed to favor distant targets to the point that once it reaches a certain range with it's current target, that a different target would jump up in priority and thus force it to turn to engage.
But most of all, it's because hull mounted cannons don't work all that well to begin with because the best way to maintain range is to be traveling away and around the target, two things which front mounted cannons do not do well. Of course there are tricks one can use, such as a sideways mounted elevation cannon to give it a "80" degree firing arc, but in that case, it's going to be a fairly short ranged cannon as it won't have much in the way of "azimuth" which would be it's new elevation. Or you could embrace the proper broadside and mount your cannon to one side or both.
Another idea i had was to swap out the regular forward propulsion with ACB powered paddles, one ACB set to activate the paddles on a too large distance from the enemy (above 4000 for example) and the second ACB to stop the paddles when within the 4000 m range. Then with the ai set to use thrusters in naval mode the ai can still steer the ship but not move it closer.