Hi, I've looked into this a little more. If you start on the defined world area, and move off it, Bridge Command assumes that the seabed depth stays the same as the point just before you left the map, and if you start off the map, it will assume a depth of zero.
To find the depth under the keel, the tidal height is added, and the ship's draught taken away. Therefore if you have any tides configured, you may be 'running aground' when the tide falls. If this is the problem, starting on the defined world area, and making sure that it's deep enough to avoid any grounding should fix the problem.
Alternatively, there may be some sort of numerical jitter that's causing the maintained depth to reduce over time, but that seems quite unlikely.