Yes.
Essentially, every missile's PROJ (for "projectile") file needs to be edited to get the effect working.
{
"id":"annihilator_rocket2",
"specClass":"missile",
"missileType":"ROCKET",
"sprite":"graphics/missiles/missile_annihilator.png",
"size":[4,18],
"center":[2,9],
"collisionRadius":15,
"collisionClass":"MISSILE_FF",
"explosionColor":[255,165,0,255], # purely visual, will get a white additively blended core on top of this color
"hitGlowRadius":0.0001, # purely visual
"flameoutTime":1, # total time from flameout to full fadeout
"noEngineGlowTime":0.5, # time spent without the engine glow being rendered
"fadeTime":0.5, # fadeout duration
"engineSpec":{"turnAcc":0,
"turnRate":0,
"acc":400,
"dec":0},
"engineSlots":[],
#FX MOD SUPPORT
"fxShotGlowCore":[255,200,0,255],
"fxShotGlowFringe":[255,32,0,64],
"fxShotMult":0.75,
"fxEngineGlowCore":[255,128,0,255],
"fxEngineGlowFringe":[128,32,0,64],
"fxEngineMult":1.0,
}
As you can see, if you compare this with annihilator_rocket.proj (in data/weapons/proj) you'll see that the engineSlots is now blank and we've added a few new lines to the JSON to add the support data that tell the FX system what colors to use and what sizes to make the muzzle-flash and engine.