So I present to you, my graphical diagrams of turning a ship ona hex grid. Note that these do not account for Speed, it simply represents all the possible turns and their hex configurations until the ship turns into a "straight" hex line. For simplicity, Ships can perform one of three turn types, Soft (in Green), Medium (in Blue), and Hard (in Red). I'll explain how I calculated the turns at the end.
Below is the turn for a ship only one hex long. Easy as pie to represent.

Now ships that are two hexes long. Still fairly easy to represent. No complex configuration.

Ships that are three hexes long start getting tricky, but still nothing I can't handle.

Four hex long ships start becoming a pain, I've numbered the lines so it's easy to see which is which.

Five hex long ships, the largest in my game, was the most difficult to figure out. Using the formula I had been using, I think it can be done easily once you get the hang of it. Still nuts.

So what's the formula? I need to be able to explain movement in a easy way so that people can figure it out on their own without constantly referring to these diagrams, so here it is.
The ship moves forward a number of hexes based on the type of turn (Soft moves 3, Medium moves 2, Hard moves 1), then the nose is pointed one hex towards the direction of the turn.
What I don't like about this is how wonky it is to get at first, hopefully playtesting will prove that it becomes a lot easier in practice than on paper and visualizations. What I really like about it, however, is how it organically represented the wide sweeping turns that larger ships have to make. A Captial Ship taking a soft turn could potentially take forever to come to a new bearing, whereas little ships dodge around like it's nothing and can weave through tight corridors.
So, thoughts?