A seamless transition that accommodated all possible scenarios would be a challenge.
What is a collision system, anyway, but a means of detecting the proximity of certain xyz coordinates on the vehicle to the local terrain, be it meadow, street or runway?
Outerra has to always own the geometry of the aircraft/spacecraft, and thus, Outerra will be able to report to the driving simulation, be it X-Plane or Orbiter, whether or not a crash collision has occurred, or if a non-crash interaction between landing gear and the terrain has occurred.
A crash condition is easy to resolve with whatever the normal reaction might be to the destruction of the vehicle.
On the other hand, the most complex collision analysis would happen as the vehicle's landing gear transitioned from unloaded to fully loaded. I think that's where the greatest challenge lays. X-Plane knows where the landing gear is on a given aircraft relative to the aircraft, but Outerra would know where the landing gear was in relation to the terrain.
I think that's the key transition to accommodate. X-Plane would report deflection of the landing gear depending on load, resulting in an ever changing report to Outerra where the landing gear was. It would be a challenging feedback loop to code.
Ultimately, I think that the smartest solution would be to use the Outerra terrain database to generate an extremely simple terrain mesh in X-Plane, in other words one without land class data, etc., that was identical to the Outerra terrain mesh, and both kept in perfect synchronization to double precision. That way X-Plane handles all terrain collisions and the interaction code is kept as simple as possible.
How to accomplish the terrain transfer? A good question. There are tools available for users to generate their own X-Plane terrain meshes. I guess the question to ask for this solution is how to prepare the Outerra terrain input to satisfy the X-Plane tools?