Cool! I saw this link and your books came to mind as another example of how material like this is vital for seeing (amongst other things) how creative endeavours cope with ‘the other 90 percent’ of projects.
Quite a few games (eg: Starfox) in the 90's would use BSP in a slightly different way - purely within each object. The tree would be generated offline (mechanically or by hand), and would often be some sort of branching bytecode (test this, draw that etc.)
It was very useful to be able to use one plane test to discard a whole bunch of geometry, eg: a surface plus its detail, or everything visible through a window.
This still left the problem of sorting between objects - mostly a depth sort was just fine. Special cases like weapons on hardpoints, or vehicles in hangars could be handled by having some sort of 'call submodel' for spaces within the parent model. Beyond that, just dial up the hostile firepower until players stop complaining about rendering artefacts.
It might be interesting to explore with the students why this would not be quite right for a general 3D view, and how it could be fixed. Conic sections, etc.
You will need insurance and CAA flyer/operator IDs. This can be arranged through club, or directly via the BMFA above.
Some of the clubs can be rather .... err ... clubby - older members whose hobby has become running the club the way see fit, vs. flying planes.