I think a quick comparison between the previous and new system does a lot of the talking here...
https://i.imgur.com/Cx4DT7l.jpeg
Hopefully it's clear that particles are now shot out with quite some speed and expand to fill space and make those puffy clouds we expect from steam locomotives. The new/old difference is far less extreme for diesel locomotives because diesel locomotive exhaust is calculated differently. (This change does very little to modify those calculations, so there's still room for improvement in exhaust simulation for both steam and diesel locomotives.)
I also recorded a YouTube video a short while back that does not reflect the current version exactly but still does well to depict how the forceful exhaust of steam looks when going at speed.
As for the new customization options, those can be added inside a special effects block like this:
Effects ( FX_TYPE ( FX_NAME ( 0 4.75 2.0 0 1 0 0.15 ORTSPositionVariation ( 0m 0m 0m ) ORTSInitialVelocityVariation ( 0.1 0.1 0.1 ) ORTSEmissionSpeedLimit ( 150m/s ) ORTSFinalVelocity ( 0 1m/s 0 ) ORTSFinalVelocityVariation ( 0.75m/s 0.75m/s 0.75m/s ) ORTSLifespanMultiplier ( 1.0 ) ORTSLifespanVariation ( 0.5 ) ORTSMomentumMultiplier ( 1.0 ) ORTSMomentumVariation ( 0.1 ) ORTSInititalExpansion ( 1.0 ) ORTSExpansionSpeed ( 4.0 ) ORTSRotationVariation ( 0.25 ) ORTSWindMultiplier ( 1.0 ) ORTSPipeArea ( 0.018m^2 ) ORTSMaxParticles ( 2500 ) ORTSRateMultiplier ( 1.0 ) ORTSUseChaoticRandomization ( false ) ORTSGraphic ( "smokemain.ace" ) ORTSGraphicAtlasLayout ( 4 4 ) ) ) )
Note how the MSTS numbers giving the position, direction, and size of particle emitter come first; that is required. But, those numbers are confusing and can become disorganized, so it's better to replace those with new ORTS parameters that do the same thing:
Effects ( FX_TYPE ( FX_NAME ( ORTSPosition ( 0m 4.75m 2.0m ) ORTSInitialVelocity ( 0 1 0 ) ORTSParticleDiameter ( 0.15m ) ORTSPositionVariation ( 0m 0m 0m ) ...etc... ) ) )
In this case, the order doesn't matter and it's easier to tell which numbers do which things. The description for each of these parameters can be found in the updates to the manual. But for some general notes, a lot of these controls are multipliers rather than absolute settings (so ORTSMomentumMultiplier ( 2 ) doesn't set the momenum to 2 seconds, it sets the momentum to twice whatever value is calculated by the system), so there's not going to be a magic 'correct' value. All the parameters relating to random variation give the amplitude of randomness, as in, ORTSLifespanVariation ( 0.25 ) means the particle lifespan can be anywhere between 25% longer or 25% shorter than normal (for a total magnitude of 50%). Be careful with that. ORTSUseChaoticRandomization ( 1 ) will enable "chaotic" randomization (as opposed to the "smooth" randomization that's been in use for years now) where the random adjustments to particle data will be truly random, instead of deviating only slightly from the previous particle. Chaotic randomization might look more or less natural for your application, it's just down to whatever you want.
While I'm not going to deal with changes to emitter simulation, I did have to change the settings of every emitter type but couldn't check every single one of them, so keep an eye out for any type of particle effect that seems to be too strong or too weak as now is a good time to make those adjustments. And take a look to see if there's anything that would be helpful to customize but is lacking a customization option.

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