No, the other way around, you need to include the internal mesh as part of the external mesh and place it in the same position, which obviously increases considerably the poly count and the workload needed for the external model
Even then, you wouldn't have not a perfect implementation, as most 3D cockpits are made of moving parts and other parts that are not closed (omitting back faces that are not visible from the pilot's perspective), and these parts wouldn't cast shadows
Razbam's planes are some current examples of external models using the same cockpit mesh as the internal models, and in them you get a taste of partial dynamic shadowing in the cockpit