Bob,
Here's my comments for what they're worth.
I'm glad you like the C-17. The original model by Vulcan (as is mostly the case) RAAF version is, in my opinion, he's finest work to date. I spent many a night beta testing it for him. We spent a lot of time coming up with add-ons & new ideas. I think you'll agree, the C-17 has loads of great features. I'll claim the RAF re-skin that you'd be using at Heathrow, but it wasn't nearly one of my most difficult.
Part of the development of the C-17 was a thought process with future aircraft in mind. This included keeping the operation of models as consistant as posible. That includes both military & commercial aircraft. We did talk about the B777 as being high on the list of new models & would incorporate C-17 features like reverse thrusters & animated turbines to mention a few. Only Ian can confirm or deny. I suspect that after the C-17 saga, he rightly needed a break & will re-evaluate if/when he get's back into it.
Be aware of the following when it comes to the various contributers on this thread. (And I mean no offence to anyone here because each of you have your own niche').
Vulcan models are fully driveable & have a number of great manually & triggered features. He also takes great care to minimise the poly count of those models in order to avoid killing the user's graphics card.
Pascal & myself tend to be the re-paint guys using Vulcan's original models. There are others such as Chris (cj187) & Maynard (both who have been quiet for a while). These days Pascal seems to have Europe covered, while I concerntrate on North America, Australia & NZ.
Gordon (nzld) has been busy converting models from other model/game platforms. They have loads of detail & consequently high poly counts, but are not Vulcan style driveble models (yet).
Arraial's models are nicely detailed & also animated for the most part. They are not drivable models but can easily be used as animated scenery.
Re-skins (or re-paints, same thing) aren't neccessarily difficult, but can be time costly. It is mainly about altering the texture maps (.tga) files in the assets. What you need to be careful of is making sure the changes to the config.txt file are also followed up. This includes giving credit to the model builders & making sure that products and other dependencies are chased through the right programming paths (as I found with the various C-17 aircraft). Some of the models can be upgraded by altering the config.txt. (e.g. the flashers from fairly recent posts).
I can't answer the question about the missing assets. I know Chris (CJ187) was doing some great models of his own but seems to have disappeared off the grid. I haven't looked for a while, but he used to have a website. It is in German, so I found it not particularly useful with my minor grasp of the language. I'm not sure whether his models are hosted on that site or maybe he's part of a commercial aftermarket operation now???
Some of the more technical comments you've made are still a bit over my head. I'm just now trying to get a grasp of modelling with 3DS Max. You'll probably have to take that stuff up offline directly with Vulcan (contact him through his website).
It seems you have a good grasp of AI. I can't even work out how to activate it yet. (Too busy re-painting I guess). Maybe if you have some tips & tricks particularly with the aircraft, it would be great if you could share some of those ideas on this thread.
So I hope some of these ramblings are helpful to you.
Cheers
Rob