Is this what you're looking for:
[Dynamics]
pitch_wave_moment_scale = 2 <----------- increase by increments of 0.50
bank_wave_moment_scale = 2 <----------- increase by increments of 0.50
pitch_damp_moment_scale = 1
bank_damp_moment_scale = 1
1 to 3 is the range for all four lines)....1=most stable, 3=highest pitch and bank
Some additional comments I found: Don't forget to leave the "_damp" entries at =1, ...otherwise you'll cancel out the dynamic.
If you have multiple ships in a class set some of the "_wave" entries as negative(-) values, ...this causes the ships to pitch/roll/both opposite from each other(so they don't look like a school of dolphins)
Besides, ...negative(-) "pitch_wave" values initiates bow up motion, ...which tends to look slightly more natural.
Sample settings:
[Dynamics]
pitch_wave_moment_scale = -3
bank_wave_moment_scale = -6
pitch_damp_moment_scale = 1
bank_damp_moment_scale =1
Moderate sea state.
If you add more than mild "pitch_wave" dynamics(1 or 2), ...you will need to raise your "wake" effect location in the .dp file, ...otherwise your wake will be chopped up like Morse Code(- - - etc).