No problem, here's a little FS modding 101:
First rule: don't alter the .vp files provided with a mod/game, ever. There are a few reasons for this, it gives you something to fall back to if your modifications break something. It also allows the modders to detect whether the .vp files have been corrupted (a common source of error).
Second rule, use modular tables (.tbm files) wherever you can instead of full tables (.tbl files), unless you are doing a total conversion/full game. As a beginner modder, just extract the full table and modify that. Once you are a little more comfortable, you can convert your big .tbl into a small .tbm that only contains your alteration of a ship's specs.
EDIT - what Tolwyn said.
In any case, it's always usefull to have the original tables hanging around, for reference purpose.
If you want, I could guide on how to convert your modified ships.tbl/weapons.tbl into xxx-shp.tbm/xxx-wep.tbm files.
EDIT -
In this thread
, you can see an exemple of a weapon modular table. Creating a ship modular table works the same way:
$Name: ship class specifies the name of the ship you want to modify ;
+nocreate basically tells the game to alter an existing ship class if it exists (and do nothing if it doesn't exist); everything after that will override the original corresponding entry.