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I'd personally say on ships a PID-based active stabilizer is perhaps not the greatest. Because waves can throw off the balance quite a bit, you probably want something that can even overreact, because there is quite a bit of weight at play. A little bit of back and forth sway from overreactive stabilization is a good thing in ships if you ask me.
As far as PID settings, it's very much a case-by-case basis that completely depends on what the stabilizer is. You can even do stabilizers featuring nothing but a set of pumps and custom tanks.
I will not be posting it to the workshop however because its an edited version of GBDanny's SS Beechwood.
The Stabilizer is located under the engines below the engine room.
https://easyupload.io/85u57t
I'll give it a go after i wake up.
Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=2021917850
I also snuck in some draggy flaps toward the bottom of the hull. They resist rolling, though in a ship of this weight class, their effectiveness is somewhat limited. If you want the rudder to roll less, you'll probably need some sort of twin rudder setup instead of a centralized one.
I've one last thing to ask since I see you know microcontrollers - The platform you see on the rear of the ship was meant for a purpose(front one is a dummy) - it was supposed to have a helm for maneuvering and reversing in ports with the auxiliary engine,but I don't know how to make the rudders use more than one helm,once I try to connect them to another one they lose connection with the first.I've placed a helm on the back where it should be,if you have time see if there's a way to connect the two main rudders to it,don't connect the emergency rudder behind the prop,thats just backup for when the Megalodon breaks the main rudders,its usually off until activated.
Here's a new link for the ship with the latest upgrades and all things connected properly https://easyupload.io/t7ug78
Well, the easiest possible way to do that is simply use an add (maths) block, since the other helm is just putting out 0 at all times, unless someone's sitting in it and toying with the controls. Routing both helms through an add block won't cause any issues at all (unless you have trim in there).
Otherwise you can use numerical switchboxes to allow only one of the helms to be active at one time.