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To simulate correctly ship interactions, the ship masses and mass moments of inertia or radii of gyration should be uniformly scaled over all ships, so that accelerations can be realistically displayed.
Body drag, water resistance, must have distinct values for sway, surge and heave movements, function of approx. the square of the velocity relative to the water surrounding the ship.
Angular drag, yaw, pitch and roll movements should be a function not only of their rotational speed, but also of the ship's speed. Of course, the forces must be adequately scaled vs masses.
To swing the ship, a transversal rudder force -or a lateral thruster or propeller force- is created by the rudder lift and applied to the stern.
With way ahead, the hydrodynamic resistance to the initiated turn is applied at a point forward of the centre of mass, not unlike air resistance for airfoils and for the same reasons, resulting in a drift angle.
Scaling the forces can only be done by specific software, but also through experiments or observations of ship movements, knowing the propulsive forces. The latter can be roughly estimated/guessed, knowing the engine type and power and the speed of the ship, ♥♥♥ grano salis due to power losses, thrust coefficient and other variables.
If the physics engine doesn't have these somewhat awkward but simplified laws, they should be inserted by hand, certainly to get realistic ship movements. It is probably not yet your highest priority, and these functions can certainly be inserted later. Nevertheless, the uniform scaling of the main ship dimensions is of utmost importance, as early as possible in the development.
Many references and documents can be easily found online about ship handling and hydromechanics, even ppt and youtube videos, at every level of expertise.
Good luck
From this bloke of Downunder.
I may be a landlover, so to speak, but I like the "Cut of your jib", mate.
Salt of the Sea, you are and many thank's for you good thoughts. Among others, too.
Alot of what you say, rings bell's for Age of Sail type Sims/ games too. (minues the engine, etc.) And there are some out there or coming soon, for those types of vessels, thought mainly, as per warfare.
As you say, it's pity, SSE, didn't improve itself, too. Via yours and others advice.
It would have been good, if both ESS and SSE, could have been in good health competition, with eachother. Sadly, SSE is sort of sinking. It would be good, to see more decent Ship Sims, as time goes on. I do like other types of sims and games. But, I also enjoy this type of thing, too.
Well, I am sure ESS, will get there eventually, rushing it won't help, either.
(give it time and it may "surprise", you. Good name for a ship, Ha!)
Fair Winds and Follow Seas. (and don't swallow the anchor, completely, just yet. Ha!)
Buddy, mind inviting me to your basement? I would love to bring on some cases of beer... thats awesome!