We already have a prediction system in game. There is a reason airplanes warp when their connection is bad. The server loses comms with disco'd client, and the client keep's their path where it was in the game, then when their connection becomes live again warps em to the updated location given by the server (often this is only one or two packets lost, so it happens very quickly over shorter distances).
In theory (grossly over-simplified), in the event of a disco, the server would maintain the plane's current track like usual (vectoring it level, and keeping it at a constant speed), and when the client re-connects, it can ask "is [username] vehicle active" server replies yes/no "if yes, altitude, heading, speed, etc" server replies and client picks up where it left off. This isn't monumental stuff here, many games do similar things.
So long story short, the same amount of data is being sent to the client(s). The only thing that happens on disco would be the sending client would drop, and that plane would fly until it hits something or gets shot.