Guides

Guides

Professional Ship Simulator beginner guides and walkthroughs: cold start-up, clickable cockpit, berthing technique, tug support, fog navigation and the mistakes that dent your hull.

10
Guide categories
Beginner path
Recommended start

Introduction

Guide content is the backbone of this wiki, because Professional Ship Simulator is a simulation that punishes assumptions rather than reaction time. The walkthroughs collected here start with the absolute basics — powering a cold vessel, understanding which panel does what, and moving the telegraph without embarrassing yourself — and build up to full berthing procedures in wind, current and confined water. Every guide is written around what the simulator actually models: propeller wheel effect, bank and squat, drift, line tension and the very real possibility that a routine approach ends with a hull breach. Read the beginner sequence in order if this is your first command; experienced players can jump straight to the manoeuvring, tug-support and night-navigation entries.

Beginner Guide Progression

StageGuides to ReadWhat You LearnTypical Time
1Cockpit tour, view modes, tutorial missionsWhich panel does what and how the camera system works30 minutes
2Cold start-up, ENIS checks, telegraph controlGetting a vessel actually ready to move before you touch the throttle45 minutes
3Steering, speed control, first dockingRudder and thruster coordination at low speed1 to 2 hours
4Bank effect, drift, tug support, line handlingThe physics that make berthing difficult and how to plan around themOngoing practice

Guide Topics

S

Your First Thirty Minutes

A cold vessel is not a ready vessel — the checklist that comes before the throttle.

Start-up orderBattery, generator and power distribution before main engine start.
Pre-departure checksTelegraph response, rudder travel, thruster and ENIS alarms.
Common mistakeSkipping the pre-departure sweep and discovering a dead thruster only once the quay is already within touching distance. Do not skip the boring version of this exercise; it is the one that transfers to every other hull you command.
A

Berthing Without Dents

Approach planning, low-speed handling and when to stop being proud and call a tug.

Approach angleFavouring a shallow angle keeps you in control and reduces bank effect.
Line handlingSpring and headline order once you are alongside, and tension limits.
Tug decisionDeciding before the approach begins whether assistance is needed, rather than changing your mind halfway through it. Do not skip the boring version of this exercise; it is the one that transfers to every other hull you command.
B

Docking in Wind and Current

Drift correction and abort decisions when the conditions stop cooperating.

Drift budgetKnowing on approach how much sideways movement you can absorb before a go-around is the safer option.
Abort criteriaA pre-agreed point at which the approach stops and you reposition calmly.
Weather choiceSailing in the conditions you can plan for rather than the ones you wish you had, especially while you are still learning a hull.
B

Night and Fog Navigation

Seamarks, lights, radar and AIS discipline when visibility collapses.

Light recognitionReading lateral marks, cardinal marks and vessel lights correctly.
Radar disciplineRange, gain and AIS overlay before you trust a single return.
Practice habitRunning unfamiliar approaches in daylight first so that the night or fog version is already familiar when visibility drops. Do not skip the boring version of this exercise; it is the one that transfers to every other hull you command.

Core Mechanics

Guides are organised around the order in which a real captain learns, not around the order in which the menu lists topics. The first layer is mechanical: how to start a vessel, how the view and camera system behaves, how the telegraph maps to actual thrust, and where the docking panel lives. The second layer is procedural: approach planning, speed for the conditions, when to call for tug support and how to communicate on VHF. The third layer is physical intuition — recognising that a hull is being pulled toward a quay wall by bank effect, that squat is reducing your under-keel clearance in shallow water, or that a tow line is approaching its breaking load. Each article states which layer it belongs to so you can build the skill in the right sequence.

Advantages

The main advantage of a simulation this systems-heavy is that knowledge transfers. Once you understand why a tugboat moves the way it does, the same principles scale up to a bulk carrier, and the same approach-planning routine works in the Strait of Dover as it does in Stralsund. Guides written for this sim also stay useful across patches because they explain causes rather than memorised button sequences — when a developer tunes a physics value, the reasoning still holds even if the numbers shift. Finally, the beginner path is genuinely short: the tutorial missions and the smaller hulls let a new captain get afloat within an hour, so you are never stuck reading before you are allowed to sail.

Challenges

The honest challenge is that Professional Ship Simulator does not offer a forgiving middle ground. There is no assisted docking mode to fall back on, and the sim expects you to manage power, lines, thrusters and radio traffic at the same time. Guides can shorten the learning curve but cannot remove it, and some of what you need to learn is muscle memory that only comes from repetition in game. Early Access also means the underlying simulation is still being tuned, so a technique that works well today may need a small adjustment after a patch changes how a system behaves. Finally, a lot of the most valuable information — mission payout scaling, exact licence thresholds, tuning values — is not documented by the developers at all, so community testing fills the gap.

Frequently Asked Questions

I have never played a ship simulator before. Where do I start?+
Start with the tutorial missions rather than the career, and use the tugboat or pilot boat. Those missions remove mission pressure and teach the camera system, the telegraph, basic steering and simple docking. Once you can hold a heading and stop where you intended, move into career mode with the same small hull. Reading the beginner guides in order alongside those first hours works well, because each one assumes only the material before it.
Do I need to understand the real physics to play well?+
You do not need a maritime qualification, but you do need to respect the forces. Bank effect, propeller wheel effect, squat and drift are modelled strongly enough that they will decide whether an approach succeeds. Treat them as rules of the world rather than trivia: if you are moving a large hull through shallow water near a quay wall, the physics section of a guide is the part you should read twice.
How much of the game is documented anywhere?+
Less than you would expect. Developers publish a wiki of system concepts and a feature list, but practical answers — how long a licence tier really takes, which hull is worth buying next, how much a given mission family pays per hour — come mostly from player testing. That is precisely the gap this wiki fills, and it is also why we mark uncertain figures clearly instead of inventing them.

Quick Tips

💡

Always complete the tutorial missions with the same vessel you intend to use in career mode. Muscle memory built on a tugboat does not transfer cleanly to a longer hull, and the tutorial is the cheapest place to discover that a stopping distance is not what you assumed. Then repeat the same exercise with a heavier hull so you feel how the same technique changes with displacement.

💡

Before you load a real cargo or passengers, take the hull out empty and deliberately break the rules once or twice. Touch the quay wall at low speed, run into shallow water, part a line. The sim records damage and flooding, and seeing how an emergency escalates is far more useful than reading about it afterwards.

💡

Plan every approach in the same order regardless of conditions: speed, then angle, then thrusters, then lines. Captains who improvise usually improvise the line handling, which is where berthings go wrong — a mooring line under tension parts suddenly and you are alongside a quay with nothing holding you. Do it again in worse weather once the fair-weather version has stopped surprising you.

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