"Shiny" is too general a term. Do you mean light or do you mean reflection? Or do you mean a combination of both?
Diffuse Paint = The Paint job.
Diffuse Alpha = Controls the REFLECTION of the cube map (the environment map).
Spec Diffuse = The details that you want to be viewed when Light hits the aircraft...could be color, foot prints, whatever you want to paint here. It's viewable only in the off angles of light refraction. Like hand smudges on glass for example. You are literally "painting light" in this space. Lower brightness % areas are less lit, while Brighter % color or white has the ability to be 100% lit.
SPEC Alpha = This controls the Amount of light to be emitted from the Spec Diffuse.
>>If you used a 100% brightness color or pure white in the specular diffuse, then your light has the ability to be 100% reflected (not to be confused with the DIffuse Alpha - this doesn't affect how much of the image is reflected - just the light). This is inverse to the DIffuse ALpha. So Black areas will be 100% lit of what you have in your SPecular Diffuse. For example: IF you had a single hand print in Blue on the Specular diffuse, and wanted to show 100% brightness of this print when the sun hits it, then you would use use the same hand print and have it be 100% Black in the Specular ALpha. If you didn't want to show it at All, you could simply do one of the follow: make that area in the Spec Alpha 100% White.
In the specular Apha, a value of 100% Black = SHOW 100% of this pixels Specular Diffuse counterpart.
A value of 100% White = HIDE 100% of this pixels Spec Diffuse Counterpart.
Summary:
The interactions between Diffuse Color base, Diffuse ALpha, Specular Diffuse brightness, and SPecular Alpha, Bump map and Fresnel (which we haven't mentioned), are what control how real the surface materials on a model can look in the sim. Unfortunately, following these rules depends upon if the developer enabled these material settings in the actual 3D model. So your mileage may vary.