Make sure the option for belt speed overhaul is turned off, and then by default, the grey belt will be 7.5 items per second (half of a yellow), the 3 vanilla belts will be the same as usual, and the Purple MK4 will be 60 (4x yellow) and green MK5 will be 75 (5x of Yellow).
If you turn the overhaul on, by default, grey is 15, yellow is 30, etc, everything shifted up a tier...
I THINK by default the speed overhaul is turned off. (I originally wanted a speed of 12.5 so their speeds end on 75 in both methods, but that didn't work correctly, due to the interaction with the fixed point number system)
Then I went on a big rant explaining how the movement is calculated and the quirks of the fixed point number system, so everything after this is basically a rant, so, only read if you feel like it.
With the fixed point number system, items are only able to move in increments of 1/256th of a tile per tick. at speed 15 items per second, an item moves 8 256th (or 1 32nd) of a tile per tick, so you can only use increments of 1.875 in belt speed, which means the first whole number is 15 items per second. Also the numbers in the data file are listed as how many TILES per tick an item moves... the number for yellow belts is 0.03125, or 1/32 to get 15 items per second. to work it out you need to know an item takes up 8 pixels length on a belt, 2 items side by side, and a tile(belt) is 32 pixels long, meaning you can fit 8 items on one belt tile.
if they're moving 1 pixel per tick, that means 60 per second, or 60/32=1.875 tiles per second. with 8 items on a tile, that's 1.875 times 8 which is 15 items per second. Notice we already get the magic number 1.875 in there? well, we're moving 1 pixel, which is 1/32, but the fixed point number system is 24.8 bits, meaning 256 steps for a whole number of tiles. 256/32 figures out how many tile increments 1 pixel is, which is 8, therefore we can move an 8th of a pixel per tick minimum, so we divide that 15 by 8 and get 1.875 items per second as the multiplier for valid belt speeds.