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So, before the beginning, just suppose that :
-we can compile all the new layers with textures effects layers that Adlabs mentionned
-we have a good knowledge of our 2D graphic software main tools (PSP 7.0 in my case, and we do not need to have "professional" skills)
-we have already draw the main layers (see Serval and Adlabs advice) for a canvas effect.
Now, we can begin.
1. Drawing a 'reference' layer
We will try to reproduce a primitive grid that will to refer to the canvas fabrication process.
Its scale must be highier than what we could suppose for 1024x1024 skin for IL2/FB.
So, if we need whole wings canvas application, we have to create a 1500x700 blank layer (but if you think it's a bit complicated, let's work on a very smaller layer and then duplicate our result

).
a- you draw vertical lines (irregular, it's important), all very close from each other (pencil tool, 1 or 2 sized, full opacity, colour is black).
b- you extend vertically these lines thanks to the "Wind" plug-in or the "Directionnal blur" tool (high rates). Your lines mustn't be very spaced and quite long. If it's too short, apply your extend effect a second time. If lines are to spaced, copy and paste what you have done and just move your copy...
c- you center the lines in the layer and you duplicate the layer (in the 'Layer palette'). Now you rotate this new layer (90?). Just verify that the lines are long enough.
d-you merge the layers (and keep transparency background !). Copy and paste as a new picture the perfect grid area (should be quite big)... and save that effect file.
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