Hi Larry:
I also agree with Rick's observations and suggestions as posted above.
Regarding
Sketchup, IIRC, the developer's documentation states that a certain script function is used to effectively cut through the wall when applying a "translucent" material on a window sub-face, which is intended to penetrate through the
entire (1/200th of an inch thick) depth of a (default 'single-thickness') double-sided wall face on a 'solid' / 'manifold'
ex: extruded box model, so that edge lines of a window 'sub-face' drawn and textured onto a 'wall' face are visible and accessible for modification ...from both the front and reverse sides of that same 'wall' face.
This may or may not allow one to see through those windows from the inside of the building to the outside of the building, so that nearby objects can be displayed properly (if at all).
In such scenarios,
within Sketchup I always apply the same transparent / translucent material for the window 'pane' on the inside of the building ...as was used for the window pane on the outside of the building.
When I do that, I get transparent / translucent windows with the ability to see through those windows from
either side of the wall on which they are located.
Furthermore, I can also
still see through those windows when looking at them through
other nearby windows, which suggests a rather comprehensively sorted transparency and draw order has been achieved.
Although I don't yet have
P3D to test with, I believe some of the same criteria for successfully implementing transparency and draw order applies to P3D, as applies in 'some'
FSX modeling and texturing material scenarios.
There may be, however, some additional parameters we might need to consider when (literally) sorting out transparency and draw order test scenarios such as you describe.
If one reviews Arno's wiki: "
Drawing order problems with transparent textures"
http://www.fsdeveloper.com/wiki/index.php?title=Drawing_order_problems_with_transparent_textures
...
using the "Boxes" model made by rhumbaflappy for Arno's tutorial above:
https://onedrive.live.com/?id=F3950C5BBD2BCFA1!393&cid=F3950C5BBD2BCFA1&group=0
...when one examines Material properties for each texture in such example models within the right pane of the
Material Editor in Arno's ModelConverterX (aka "
MCX"), one might discern what factors play a role in successfully implementing transparency and draw order, by comparing appearance of the model in MCX' OpenGL 3D preview with its actual FSX / P3D run time rendering via the Windows DirectX sub-system.
These additional considerations may also apply when successfully implementing transparency and draw order:
http://www.fsdeveloper.com/forum/threads/transparent-building-issue.1608/
http://www.fsdeveloper.com/forum/threads/transparency-dxt3-drawing-order-issue.4521/
http://www.scenerydesign.org/2008/02/transparent-textures/
http://www.fsdeveloper.com/forum/threads/transparency-drawing-order-of-glass-terminal.20433/
https://www.google.com/#q=Arno FS Alpha transparency
Also of note is
Andrew's solution to successfully implementing transparency and draw order on a double-sided window:
http://www.fsdeveloper.com/forum/threads/transparency-dxt3-drawing-order-issue.4521/#post-30376
<
NOTE:
I haven't found Andrew's 'tutorial' yet ...anyone know where it is located ? 
>
PS: I added some updates to my post above:
http://www.fsdeveloper.com/forum/threads/prepar3d-v2-z-bias-material.428218/#post-718090
Hope this additional info helps !
GaryGB