Specifics;
1 - Create an object for your thruster
2 - extract the first frame of the ani to BMP, and use it - the conversion program recognises this as a special case and sets it to the ani when converting
3 - texture it. You'll want to try and use per-face mapping if possible - the thruster texture will be aligned exactly as the object is mapped (i.e. if your BMP is the wrong way round, so is the thruster)
4 - set the axis to the base of the thruster - the tip on the flame at 0% power
5 - glue a light to the object, name it thrusterxxa, and glue to your main hull.
Note; xx = number
Also, for LODs, thrusterxxa is the level 0 detail (most detailed), thrusterxxb is LOD1, etc. glue the thruster to its LOD parent (i.e. glue thrusterxxb to detail1 object).
ONe final thing - try and avoid having a white 'tip' to the thrusters - something my earlier models (Pre-Valkyrie 2, methinks) have, which annnoys the hell out of me.