Depending on the level of detail you require, you can simply use a textured cone coming out of another engine. If you want to go for a full-blown particle system (which I don't think is necessary for a jet engine), you might want to give each particle in the stack many properties, such as speed (vec3), size, gas type, and age.
Make a loop to process each particle every time the game loop goes through. For each tick, your simulation will then change speed and size when the particle gets older. You must perform functions that determine the appearance of the particle depending on the age and type of gas.
In the simplest case, this can lead to the gradual disappearance of colored particles, increasing and accelerating as they age. Is this what you are looking for?
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