It's actually a fake reflection ( include everything in cockpit) map, and auto env reflection (environment only, no magic raytracing of any mesh object) while you have roughmet map to your material.
So it should be a composite map in diffuse channel, layer 1 for fake reflection map with alpha, layer 4 for damage map, layer 6 for color map without alpha.
And of course a roughmet map which sim calls for it automatically by name.