The problem is that the diesel exhaust texture (differently from the steam smoke texture) is completely black (transparency apart), that is its RGB components are 0, 0, 0. ParticleEmitterShader.fx computes so the combination of the texture color with the diesel exhaust color correction
tex.rgb *= In.Color_Age.rgb;
(Color_Age.rgb being the color correction of the diesel exhaust code).
The problem is that if the three color components of tex are equal to 0, multiplying them with any value will get as final result always 0 (black).
So the combined effect of this is in my opinion a bug.
I wouldn't modify the shader, because it is used also for the steam smoke and other particle emissions, so I think that one can only change the other term of the multiplication, that is OR shouldn't use the original dieselsmoke.ace file, but an .ace file specific for OR.
This would probably lead also to changes to the logic governing the change of colors for the diesel exhaust, because once operating it does not provide a satifactorily lookout.
Waiting for comments and also for an opinion by James on how to proceed.
By the way this is a very delicate point, because any exhaust which will generated will cause some people vehemently saying that it was better before. Therefore I'm cautious.
P.S. I see that this is was already discussed in the past, but no change to OR was done. I think it could be time for a change.