Someone else does the rigging (setup of animation parameters) and the FDM (flight dynamics)...
I use Wings3d to model with, so I can export to these formats:
Nendo (.ndo), 3D Studio (.3ds), Alias FBX (.fbx), Wavefront (.obj), Renderware (.rwx), and VRML 2.0 (.wrl) ...And of course the native .wings format.
In addition to modeling, I'll also do the mapping (although most people consider texturing part of the process). It's a bit tedious to do properly, but I've done it before while making nicely readable (as in not having randomly scattered bits) UV maps.
Also anyone know if FG uses/allows quads/ngons, or does it have to be tris? What would be a good polycount ceiling for a FG model?
Also I couldn't gurantee the most accurate models, as most would be fairly quick mockups. I still think that would be better than invisible craft or weird/so-so substitutions. Some requests along with a link to a blueprint, and I might be willing to bash out a low poly mesh.