My plan for the Arilou is to give it the maximum possible acceleration; since Starsector uses "Vector2f" for its cartesian maths, it's probably safe to assume it uses floats.
According to this page: http://docs.oracle.com/javase/6/docs/api/java/lang/Float.html
The highest positive finite value a float in Java can represent is Float.MAX_VALUE; (2-2^-23)*2^127, Or 340282346638528859811704183484516925440.
I would suggest using that value for acceleration and deceleration for the ship. Then, you use an appropriate value for max speed; should be able to derive a value from the speed ranking tables or the speed value in pixels per frame given by the UQM stats sheets.
This will effectively simulate the inertialess drive; effectively, having infinite acceleration (zero inertia).
You'll then also have to give it "infinite friction." You can do this, I'm told, by creating a special "captain's skill" and making sure than any Arilou ships spawned have this skill associated with them always. In missions this is easy; not sure if it's possible in campaign.
I was planing to have a EveryFrameCombatPlugin to simulate SC2 movement, but there are some problems for this, moving backwards for example...
Due to problems with armor in the damage calcs, i decided to remove it all together and instead, set everything to ENERGY, this will make sure the damage is exact. Ramming damage is still a problem ofc.
While i followed ur notes, ive changed how the following are converted:
1 Crew = 1000 hp
1 Energy = 100 Flux cap.
With these 2, had to change the flux disp.
EDIT: Feel free to use any of the mod parts to ur mods, i recommend a look on the Traders primary weapon, while not 100% its very very close, if you do find a solution to fix it please say something, ive wasted way to many hours trying to make it work.