Actually, it's not only a graphics horsepower thing, but a texture map size thing. The difficulty comes from all the little fiddly bits making up the intakes on the engines. UV unwrapping the entire model causes everything to be scrunched up to make room for all those intake elements (along with more than a few un-needed polygons, I'm sure) so that even with a 2048 UV map the pixilation is obvious, and looks G'dawful.
If I generate two UV maps, one of the main body, and one with the two engines and stabs combined into one object, I get two UV maps (2048) that looks more better, but I haven't figured out how to apply two separate maps onto the model if I combine the main body and engine/stab into one object. All I get when I try that is a black object if I try to bring it up in FSX.
I poked around on you-tube, but really don't think I've found anything that helps.
pointers and advise, welcome (I'm sure GMAX is the solution, but I'd like to finish this project in Blender, first, then give GMAX a shot..
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