these values are a little better explained in the Model Property Editor included in the SDK, which is a tool for modifying and creating these files.
in a nutshell, these two code blocks that you posted are the control systems for the ship's Torpedo and Disruptor systems respectively, meaning that they would have to be paired with the actual launcher system.
The parameters are actually pretty self explanatory.
forgive me if I get something wrong, it's been a while since I've manually coded a hardpoint
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Torpedoes = App.TorpedoSystemProperty_Create("Torpedoes") sets up the system and names it
Torpedoes.SetMaxCondition(1000.000000) sets maximum damage hit points the system can take before it is destroyed
Torpedoes.SetCritical(0) sets whether or not the ship explodes if this system is destroyed, the value is a binary yes or no
Torpedoes.SetTargetable(0) sets whether or not the system can be targetted in game, the value is a binary yes or no
Torpedoes.SetPrimary(1) If there are more than one of this system, this sets which to use first, the value is a binary yes or no
Torpedoes.SetPosition(0.000000, 1.000000, -0.100000) 3d position in the ship model, only really matters if the Targetable value is 1
Torpedoes.SetPosition2D(64.000000, 60.000000) 2d position on the tactical/shield icon in pixels
Torpedoes.SetRepairComplexity(3.000000) How long/how much energy does it take to repair damage, IIRC, the value is on a scale of 0 to 10, and the actual repair time is based on the power levels of the repair system and the difficulty level of the system.
Torpedoes.SetDisabledPercentage(0.750000) Damage level at which this system is disabled, value is a decimal between 0 and 1
Torpedoes.SetRadius(0.100000) size of the system on the model, in Bridge Commander native units
Torpedoes.SetNormalPowerPerSecond(150.000000) Power fed off the power conduits per second
Torpedoes.SetWeaponSystemType(Torpedoes.WST_TORPEDO) sets the weapon type, you don't need to mess with this
Torpedoes.SetSingleFire(1) IIRC, this is mainly for beams and pulses, setting whether or not you can fire more than one at a time, the value is a binary yes or no
Torpedoes.SetAimedWeapon(1) IIRC,this sets if this weapon needs to be targetted to be fired, the value is a binary yes or no
kFiringChainString = App.TGString() ignore this, initializes the next line
kFiringChainString.SetString("0;Single;2;Saucer;3;Pod;1234;Full;4;Lateral") here I've subsituted the value for another ship because this one doesn't have one, the numbers are the weapon group numbers assigned to fire with each spread, 0 is for each of them to fire one at a time, 2 commands all "2" group tubes that are aimed at the target to fire at once, 1234 calls for all tubes in groups 1-4 that can see the target to fire in one volley, etc. Groups can be assigned single tubes, or more than one. The words are the name you want to use for the spread.
Torpedoes.SetFiringChainString(kFiringChainString)ignore this, calls function kFiringChainString for system
Torpedoes.SetMaxTorpedoes(0, 400) sets amount of torpedoes (400) of type (0)
Torpedoes.SetTorpedoScript(0, "Tactical.Projectiles.KvortTorpedo") calls torpedo script for type (0), to add different torpedoes, repeat these two lines, increasing the type number by 1 for each
Torpedoes.SetNumAmmoTypes(1) sets number of torpedo types in the ship
App.g_kModelPropertyManager.RegisterLocalTemplate(Torpedoes) end line, calls back to system index at bottom of file
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This particular system is analogous to a modern warship's fire control system and magazine, and it is not directly linked to the torpedo tubes themselves, other than setting the torpedo types and such. So it's power values and such do not directly effect the weapons (unless it is set as targetable and is disabled, then it will effectively disable all the torpedo tubes as well.) If you want to change the weapon's performance, you'll have to mess around with the actual tube/emitter systems, but most of the variables on those will be similar.