I agree, Cetera, I would love to see effects like that. I wonder if a different approach is needed entirely to rendering the exhaust plume. My guess is that rendering performance is constrained by the number of particles. This mod generates a smoke trail of particles after launch, but in order to maintain performance it probably can't generate too many, which results in a trail of individual dots with visible spacing between them. I've noticed that in real launches with non-solid rockets, the plume tends to have a fixed length and becomes invisible after that (aside from atmospheric condensation effects), so rather than spending time generating a smoke trail which doesn't look good anyway, it can instead focus on a fixed-length plume with a fixed number of particles, or maybe using billboards for the plume. https://mix.msfc.nasa.gov/IMAGES/HIGH/6761216.jpg is an example of the plume I'm talking about. I might try coding this someday, but the biggest blocker is that I haven't done 3D graphics rendering in a while and have never used Unity, so it may take a while to figure things out.