up vector and forward vector, the more important of the two is the up vector, in general it should be coliniar to the turret normal, it is the axis of rotation for the base of the turret (I have code that normalises it so you just have to give a vector of the right direction). the fvec points in the direction of the front of the turret, you don't have to be as precise with this one, all you need is to get it generaly pointing in the right direction and the underlieing code will figure out what the proper fvec should be (it will basicly project what you give onto the plane formed by the uvec)
now those two values you were asking about say that the up vector points up and forward equaly (the true in game value would be something like [0,0.707...,0.707...]) and the fvec is more or less directly forward (this will be translated internaly to be something like [0,-0.707...,0.707...]).
there is also a third vector involved that you do not have direct controle over called the rvec (right vector) generaly you will not need to cocern yourself with it, unless you have a turret that has an off center fireing arch (like the turrets that are partaly tilted forward or backward) in wich case you need to make sure that the two models have the same rvec, the rvec is formed from the crossproduct of the u and f vecs (so in other words that the uvec and fvec of both the base and arms are coplanar).
based on what you provide in the two vectors the code will construct three vectors that are completely orthoginal to each other (so you don't have to, you only need to get the uvec completely right and even then you only need to worry about direction)
in most cases you will have turrets that are just angled around one of the principal axes so once you have your uvec, you just give a fvec in the general direction (along one of the principal axes). knowing a bit about vector math helps, but you'll get the hang of it quick. don't be fearfull of words like 'crossproduct' or 'orthoginal'