So lets start with the thrust values, they are the "simplest" to translate. About the rules, you have to include that they are VERY complex and permit a lot of tweaking during a game. For example, you can spend energy from shutdown systems to increase the maximum propulsion power that can be used by the thrusters. For example, if we just look at the prograde motion, all values in points, just the four major younger races in the universe for comparison:
| Omega Destroyer (Alpha Model) | Sharlin War Cruiser | Primus Battlecruiser | G'Quan Heavy Cruiser |
Engine Rating | 8 | 12 | 10 | 12 |
Maximum Prograde Thrust | 8 | 12 | 10 | 12 |
Acceleration Cost | 3 | 5 | 3 | 3 |
Maximum speed change | 2.667 | 2.4 | 3.333 | 4 |
Ramming Factor | 380 | 440 | 260 | 330 |
Fwd./Aft Defense | 16 (12) | 15 | 16 | 15 |
Stb./Port Defense | 18 (14) | 19 | 17 | 17 |
As you see, you have only VERY coarse indications of the mass. The engine power gets diverted, if you want to maneuver, for example turning (changing the orientation AND your velocity vector) or pivoting (changing the orientation without changing the velocity vector) Full Newtonian flight is NOT part of the standard rules. The nose should usually point where you want to fly, not pointing in the same direction can prevent you from maneuvering.
I have included the ramming factor and the approx. cross section/defense values. The ramming factor is finer hint at the masses, but also includes shape, as you notice when comparing Sharlin and Omega. The defense values are scaled to a D20, and not really accurate, but give you a hint about the relative size until the maximum of 20 is reached. The values in brackets for the Omega are the defense values including the ECM capability of the Interceptor PDCs.
Just tell me if you can work with that.
If I have a full backup on my external HDD, I can also send you a larger ZIP file with most of the record sheets for the game as "decentral backup".