I think i may have figured out what went wrong. Since the grav well for the star was set at "aesthetically" the same ratio as that for planets, i set it in the trillions. This was the movement and jump distances. So it was fine, until i hit the star well with a ship, which of course, probably means the game is calculating trillions of possibilites and therefor slows to a crawl.
If i reduce the movement and jump distances for the star well to millions, or even to hundreds of thousands, the calculations for the game to consider may of course decrease enormously. I have also considered having the movement and jump distances as the same, since there may be no phyisical reason, other than appearance to make them different.
This smaller radius of the star grav well may be enough to make a difference, perhaps even a huge difference in speed. Bringing the performance of the game back up close to normal.
From the standard game, the star well, is no where near the same "look" as a planet, instead of a large expanded well, it is more of a thin belt about the center of the star, although large by planetary measurements, it is still much less "visually" in appearance, and certainly within the boundaries of what the game can calculate in a reasonable time.
I am at school now, and so will re-adjust the star grav wells when i get home and test it, but i am hoping of course that this is it. That this will be a fix and the speed performance once hitting the star grav well with a ship will not reduce the fps or the game performance.
We will see.
Thanks to all who have looked at this and for their input and suggestions and ideas. Am still moving forward on this, am not yet ready to concede defeat and give up. Certainly if i were a Dev, i would understand the parameters more and could hopefully adjust accordingly. But as a file tweaking mesh moving modder, My learning curve is a bit steeper and longer.
Here is to hoping it works, i will keep everyone posted.