Just wanted to give little feedback about how I solved it in case someone else faces a similar issue:
Regardless of whether I use sprites or particle emitters, the problem of having to move the thruster flames relative to the spaceship as the space shiprotates, remains. The only way I could solve this was to remove the weld joint and instead set the position of the thruster flames in an event frame listener.
In a sprite listener in the “began”, “next” and “ended” phases, I updated an index to know exactly in which of the sprite frames the spaceship is when rotating. This index is then read in the event fram listener and the position of the thruster flames is set accordingly.
It’s a bit tricky to explain but if someone needs a more thorough explanantion, please let me know.