I'm not sure whether you're actually ignorant of what a normal map is, or just playing a joke.
Normal maps are textures that change the normal vector of the surface as far as lighting is concerned. Hence, their name.
What this means, well, the brightness of surface in computer graphics largely depends on its normal vector's direction relative to the light direction. If normal vector is opposite to the light vector, you get full diffuse intensity; at 90 degrees (perpendicular) or more you get zero diffuse intensity (surface illuminated by ambient light only). At non-modified areas, the normal vector is always perpendicular to the mesh surface normal; however, if the normal map modifies it by for example tilting it towards the light source, then that area of the surface gets brighter, and vice versa.
In other words you can use normal maps to include small surface details that are too vertex-heavy to include in the actual model mesh. They are a widely used and well documented feature, and IL-2 already supports them to some extent; water and terrain graphics can use Dot3 maps which are tangent-space normal maps.
Not sure if normal maps can already be used for aircraft, it would be pretty badass especially with higher texture size limits.