I tried the reflections once... it didn't work, you got the skybox reflecting rather than the cockpit.
Bake an environment map for the cockpit glass and set it up using a shader or script?
To be fair, I have no idea how to do that.
the envmap defines how much of the skybox reflects on which piece of geometry. the envmap is also conveniently located in the alpha channel of the specmap. so you have 256 values per pixel (since its a single channel) and it defines intensity of the reflected skybox.
So, "baking an envmap" is a silly thing to say. one interesting thing that could be done via shaders is diffusing the envmap a bit.
which leads us straight back
hereAs a side note, on the general topic of cockpit glass, i believe that you want a 99% transparent glass with specular highlights. which basically means 245-250 in the diffuse's alpha map. or 10-15, depending which end is more transparent. also, tons of polys (well, tons. you want the highlights to move smoothly over em, right?) on the glass is a must if you want it to look decent.