In case someone picks up where you left off, I have a suggestion for your wing problem that will help other modelers.
The main reason your wing will not light properly is because you have all the triangles from your rounded edge radiating from vertexes at the center of the wing. This creates very long narrow triangles that rendering engines don’t like and it is also an inefficient way of modeling.
In order for an engine to read as few vertexes as possible, modelers use UV stripping. Basically, that means you want your triangles to all angle the same way as much as possible. Like this:
|/|/|/|/|/
|/|/|/|/|/
To fix the majority of you lighting problem, you want to use at least 3 vertical and 2 horizontal segments on each side of the wing. It adds to the poly count, but reduces vertex count because they will be shared over multiple polygons.
Not sure how long I will keep this image up, but this is an example of what I mean:
http://webpages.charter.net/dt3d/screenshots/junk/wing.jpg
I still have vertexes at the tips using the “spoke wheel” layout. But the polygons are much smaller and will give you fewer problems with lighting. I have only modeled in programs like Maya and Softimage so I don’t know how much control over the vertexe angles you have in milkshape. But if you can get your wing to look like my picture, you should have fewer issues with it.
And personally, I would use 2 indentical wings attatched to either side of the body instead of 1 big wing penetrating it.
And one other note to whoever finishes it. If you want a flying version of the plane, don’t use the modeled propeller. A square plane with an animated propeller texture is the way to go.
Good model by the way.