Every fuel has its own fuel rate; you define the fuel energy value when you create the fuel... Like in Krastorio2, you have
{
type = "item",
name = "kr-fuel",
icon = "__Krastorio2Assets__/icons/items/fuel.png",
fuel_category = "kr-vehicle-fuel",
fuel_value = "15MJ",
fuel_emissions_multiplier = 1,
fuel_acceleration_multiplier = 1,
fuel_top_speed_multiplier = 1,
subgroup = "raw-material",
order = "w01[fuel]",
stack_size = 200,
},
( source: https://codeberg.org/raiguard/Krastorio2/src/branch/trunk/prototypes/items/items.lua#L223 )
But if you're looking into binding pyanodon's fuel categories to the mod, the script you're looking for is here:
https://github.com/wolfhowlmedia/factorio-helicopters/blob/master/logic/heliBase.lua#L114
(this part is for minimal unit calculation)
The other part that needs to be modified is here:
https://github.com/wolfhowlmedia/factorio-helicopters/blob/master/data-final-fixes.lua#L30
You basically bind pY fuel category to car.energy_source.fuel_categories
And... that should be basically it!
Alternatively, you could tweak "Acceleration power" / heli-braking-force settings.