I use a very simple (but dead easy) Jet particle system for my spaceships. It is probably too basic for what you need, but may be okay as a starter.
In principle, it places a smoky sprite just behind the spacecraft with an initial alpha relative to the speed of the spaceship. Then, each loop, these sprites (maintained in a Type), are faded out (with EntityAlpha) then deleted when the Alpha gets to 0 (In fact, it may be more efficient to recycle the faded ones!)
Here's some sample code:
In principle, it places a smoky sprite just behind the spacecraft with an initial alpha relative to the speed of the spaceship. Then, each loop, these sprites (maintained in a Type), are faded out (with EntityAlpha) then deleted when the Alpha gets to 0 (In fact, it may be more efficient to recycle the faded ones!)
Here's some sample code:
NewShipJet.ship_jet=New ship_jet NewShipJet\sprite=CopyEntity (jet) PositionEntity newShipJet\sprite,EntityX(ship),EntityY(ship),EntityZ(ship) PointEntity newShipJet\sprite,cockpitcam MoveEntity newShipJet\sprite,0,0,4 NewShipJet\alpha#=(speed#/topspeed#) ShowEntity NewShipJet\Sprite For updateshipjet.ship_jet = Each ship_jet updateshipjet\alpha#=updateshipjet\alpha#-0.01 If updateshipjet\alpha#<0 Then updateshipjet\alpha#=0 EntityAlpha updateshipjet\sprite,updateshipjet\alpha# If updateshipjet\alpha#=0 FreeEntity updateshipjet\sprite Delete updateshipjet EndIf Next