Got up early enough this AM before leaving town to do a quick test. I simply reduced the sink depth applied by a factor of 0.25.
The carriers, being big ships, are handled by the more complex code in BigshipGeneric.class, wherein the computed water depth controls the total roll and pitch applied to a sinking vessel; deeper water, more roll/pitch is possible. This is the principal reason for the carrier farther from shore having a more pronounced roll/pitch.
The small vessels near shore are handled by a different code in ShipGeneric.class, which has them more commonly sink in a vertical orientation. A strange thing about these. They did sink to the deeper depth as shown in a previous post (tops of masts/sails only being seen), but then rose back upward to the shallower depth seen here. I'll have to look at this further, hopefully being able to halt the sinking at the intended, shallower depth (as happens for the big ships), and not continue to sink then rise back up.
Things are looking OK so far. I see no impact caused by the much shallower computed depths on the movement of chiefs.
One thing I wonder about is the rather small maximum radius of a mere 355m from a vessel as the sweeping search for land is conducted. Why not farther? I might explore this aspect further.
Anyway, experimentation will proceed, as this is a first crude testing of ideas...
In this screenie all ships are destroyed, now resting in their final repose, sitting on the bottom. Near the shore are 6X fishing boats and 5X armed, camouflaged vessels.
[click for larger]