Stock handling of exploding tanks, artillery and cars/trucks is all the same; a common set of effects are shared by all. In Explosions.class I now give the "cars" (which includes non fuel carrying trucks) their own dedicated effects (located in their own new folder.) So now these vehicles don't generate as prominent, or large a set of fire/smoke/dust upon destruction. (Cars/trucks already have separate long-lasting fire and smoke from those assigned to tanks/artillery.)
For fuel tanks, I've assigned new effects for those designated as "FuelSmall". Formerly, small and large fuel tanks shared the same effects, with the stock Explosions.class code sorta kinda accounting for size by using a weird bounding box algorithm based on object collision box size that causes an undesirable alteration to particle size for one of the effects (Boiling.eff.) I've jettisoned that bounding box routine altogether; its results are just too odd.
As for fuel tanks, which are 'House' type objects, the other 'House' objects named "Wood" and "Rock" were likewise formerly treated with this bounding box discriminator as a way to automatically scale at least one of the effects. But again, having got rid of the bounding box routine, for both Wood and Rock objects (which encompass all kinds of things like huts, buildings, trees, hangars, etc., etc.,) I've discriminated into two effects size classes (where in the stock implementation each type had just one effect group assigned.) This means that where the stock game had one folder of effects each for Fuel, Wood and Rock type objects, now all three types have two folders of effects. This means more variety in the effects.