@Gadget: your criticism is polite, however I think you may not realise the complexities of what you're asking for.
Have a glance over this article discussing cloth simulation within a 3d title:
http://software.intel.com/en-us/arti...-for-3d-games/
Whilst it's certainly technically possible, it's very difficult, so we once more come round to the problem of finite resources. Making a game is all about balancing compromises. I'd be extremely surprised if SOW is not feature-complete at this stage. if Oleg is still deciding on implementing possible features at this stage then I couldn't possibly see the game coming out within the next year or two.
You've got to decide what sort of features are most important for a flight simulator. If this was a game about the linen industry, then accurate cloth physics would probably be high up the list of important effects. I want almost all of the development work to go into the feeling of flight, the representation of terrain and the believability of the AI. I wouldn't be prepared to sacrifice any development time from these areas for what I feel are less important factors.