I've continued to make refinements. Here are three:
1) Using a texture which has an alpha channel. This delivers a more balanced appearance when the particles are seen against backgrounds having a large range in brightness. When seen against a bright sky, for instance, the particles will have a darker silhouette. Without the alpha channel the particles tend to blend into near invisibility. Not perfect, because of the limitations of the graphics engine, but better.
2) Making a fairly significant change to GasResist. I had the value fairly large so that the particles would very quickly slow down. The disadvantage is that they also quickly become widely separated. By using a smaller GasResist, the particles decelerate more slowly and thereby start out with a closer spacing, giving a bit better impression of a contiguous smoke trail.
3) Swapped the values for LiveTime and FinishTime, meaning FinishTime is reduced and LiveTime is increased. This retains the same total particle count. Its real purpose here is to stop the creation of the trail sooner, meaning the trail remains in the vicinity of the player's plane for longer. It doesn't look quite right to have a tracer make a smoke into the farther distance when the near end of the trail is also receding into the distance. Following the distant, thin smoke is kind of pointless when we're forced to keep the trail length on the short side. In such case, better to sacrifice the drawing of particles far away so as to keep the nearer ones visible longer.
The overall improvement is fairly significant, I think. When I'm satisfied I'll release an update.
In this screenie all 6 of the Hawk 75's .303s are barking, and
every tracer has a smoke trail assigned (as I've done in all or nearly all gun classes). This effect, for the smaller calibre ammo, has a thinner trail than the smoke for larger calibres.
Here all 4 of the Zero's guns are speaking. The different particle size between the 7mm and 20mm ammo smokes is apparent. I'll probably do a bit more refining of the textures...