Feedback is most welcome guys.
The way I want my game is a personal thing and I know many people have different ideas as to what is realistic.What I will do instead is just post here my findings and you guys can tweak it to fit your way.
I started tweaking with cutting the horsepower in half and upping the L/R drag from .3 to .75....ala Thompsen's ideas.Then the issues started.....
Horsepower is cut in half giving a much nicer acceleration and drag is increased removing the excessive(IMO)rocking back and forth to the Uboats.Thing is that now with higher drag and less HP the boats slow down too much in turns.This means that the TypeIIA just went from 2:05secs to 3:25secs.Easily remedied by a large increase to rudder drag but that has negative aspect of making the initial turn of the Uboat seem like a speed boat.I am going for turn speeds listed below
TypeIIA=2:10....initial=2:05
TypeVII=3:00....initial=2:20
TypeIX=4:00.....initial=2:43
So I dropped down the COG from 1.95 to 0.25 and was able to bring the L/R drag down to comfortable 0.25.Any lower drop of the Left and right drag and you get a weird bug where the boat will not go where you set it to heading wise.
Harrrrrd nut to crack


This allows a lower rudder drag setting for a slower initial turn and brings the turn time of the IIA down to 2:10.I also put the L/R drag for surfaced and submerged equal....if you do not then the boat jerks when it dives into water.
UD drag setting controls the way the boat rides over the water.This is a hard one because it goes for all wave sizes.Small number makes small waves having the boats rock and jump up and down....fixed by higher setting but then the boat looks off on big waves .I go for .25(TypeII) .50(VII) and .75(IX).This works very well and tweaking it up or down just causes issues at different wave heights.
Then the submerged UD drag setting.I put to 0.0 as it allows the TypeIIA to drop into water and then rise rapidly.If you put higher it causes the boats to get stuck in the water and slowly rise as if in mud.Can be tweaked but again its just this one setting for all wave heights.
FR_ratio....this is how the boat travels over a wave so that a more forward setting drops the nose quick while a more rearward settings....doesn't
The difference in mass of surfaced displacement to submerged displacement....this is the factor that shows the buoyancy of the boat
ON the water surface.The difference of the initial mass compared to the surfaced is what determines the buoyancy while submerged.
What else

The manBT_flood_speed determines how fast the boat dives.
Dive plane drag settings....hard to tweak because I noticed that by going lower on the big boats(as it should be)causes a smaller dive angle to occur sadly.
I also changed the scene.dat by removing the 4 wind speed stages.I use only two settings with 0 wind and second at 15mph wind speed.This way the waves slowly get bigger as wind speed increases .In game at stock the waves go from 0.05 to 0.14 at 4mph wind.This makes the slow wind speed waves bigger than they should be.Same with the say 12mph waves being very close in size to 15 etc.With just two stages the waves get gradually bigger as wind speeds pick up.
Largewavesarmonics=the amount of large waves that will appear.Setting it to 0 makes for some truly magnificent seas but the SH3 boats look way off seeming to get stuck on the sides of them.The
Largewavescoef=a way to get larger or smaller
Largewavesarmonics since there is no way to add say 1.5
Largewavesarmonics.Instead you would do
Largewavesarmonics=2 and
Largewavescoef=0.5