Yeah FSX materials only. Specular is different from reflection. Specular is the "shine" of the material like metal. This can be set for the whole texture at the top of the material settings as a grey-scale, with white being very shiny, or a whole new texture.
Reflection is like glass, a moving image of a generic (or custom) cube map is overlaid.
I don't use extra specular/reflection textures; it's massively increasing the texture load.
For glass the solution is simple: make your windows half invisible by an alpha layer/layer mask which is applied to the texture.
Then in Material Settings:
"Blend Environment by Inverse of Diffuse Alpha"
and
"Use Global Environment Map as Reflection"
Set "Reflection Scale" to 60, 40 is too little, 80 is too much.
Unless of course you want to use your own cube map, which I assume would go under the reflection map. I use the global one.
A specular map us pretty unnecessary if using reflections. If one wants to use a specular texture, just have a greyscale of the texture with white for v. shiny and black for not shiny, using technical terminology!