I've been rereading my 1e books for a campaign that would be set on a series of Caribbean-type islands with the potential for plentiful naval combat. Since I'm not too concerned about realism, the "Waterbourne Adventures" rules from the DMG (pp. 53-55) will be sufficient. However, I am having trouble determining how quickly a ship in motion (particularly a sailing vessel) can turn during combat.
Here's what the rules say about turning (that I can find): "Any oared ship can move forward from a complete standstill in one round. Galleys are able to do a pivot only if they are dead still in the water. This action requires a certain amount of skill or else the oars may be damaged. Any ship wanting to turn must let her momentum carry her twice her length before such a procedure may begin."
What this tells me is that all moving ships must proceed twice their length before beginning to turn after being at a dead stop. There is nothing that I can find about how long a turn would take to complete (whether 60, 90, or 180 degrees), though, once a sufficient turning speed is reached - as opposed to the "Aerial Adventures" rules that build on the class ratings to give a sense of how far different creatures can turn per round (my preference would be to find something like that for ships).
Is this something I just need to make up rules to cover? Please note, I've already checked Margaret Foy's article in Dragon #116; it had illustrations of different types of turns, but no timing rules. Even something as simple as "a standard ship traveling at 1/2 speed can turn 60 degrees per __" would be sufficient for my purposes