Hah, that was mine! Not sure if it's still hosted anywhere, though. It would still work on vanilla FS2, but not on anything more modern due to table conflicts (this was made before TBMs existed). It wasn't terribly complicated: just doubling a lot of table values for ships and weapons.
I know there are several projects that have or do exist to rebalance FS2 flight physics but I don't have any handy links for them. Also, several TCs that start with faster physics from the beginning. (e.g. Diaspora: actual speeds are only slightly higher, but ships are so much smaller that it feels much faster).
By the way, having done a bunch of stuff related to this for Diaspora, I can say with confidence that the biggest problem with "high-velocity" mods is that they screw up the AI. There are a ton of hardcoded speed/distance thresholds in the AI code, and going too quickly tends to lock the AI into certain behaviors and out of others. So your mileage may vary.