Looks good even as it is.
Unless criss-crossed billboards as in my .MS3D models are used to render the flames, the existing FFP and PPL aren't suitable for rendering jet glow and/or heat emission.
The viewer should use a framebuffer (in fact, a video memory texture) and vertex buffer objects (video memory arrays) instead of the existing RAM arrays of FFP and PPL to be able to render the model geometry, first, into the framebuffer, then second, post-process it to optionally add various effects like glow, bloom, bokeh, god rays (light shafts), vignetting, etc, and finally, render the framebuffer onto the screen quad similar to how we're rendering our wallpapers now.
That's actually the direction I was heading for in my Objector render procs little by little all this time, and I'm planning to complete my dev work as soon as I'm feeling well again, which I actually am not as of yet.