Randie,
Peturbed ?, not at all :), the poly is a thing to love and hate, its exact formation and interrelationship with its partners can make of break a smooth surface and destroy a model in moments, as Steve says a poly is a part of the mesh, in its truest form it is a triangle, but most are four sided, ie two triangles butted together to make a four sided shape. Tomorrow l'll do a render that overlays the mesh, each little square that you see will be two polys or polygons to use the correct term, we are limited to about 60-65,000 for the external model and 50,000 for the internal model, there are other factors that impact that figure but with skill and fore thought you can push to 65,000, if not then 60,000 will be your limit, currently the model sits at 42,000. Those limits are for FS2004, rumour has it that FSx will accpet 100,000 polys for both internal and external models, though lower is better as it adversely effects game fluidity.
The fuselage is getting better, thanks, you find as you add more it often requires a little fine tunning to reshape to get it too look right, the upper part aft of the cargo door around the fuel filler needs a little more curving, but generally were looking at moving vertices a few inches here and there to fine tune the shape.
Ray,
Sure l can post a render from below, as Steve says theres not a lot of detail down there as yet, but the hell hole is there and other necessary sundries like skid troughs and mounts and most antenna, though there is no cargo hook yet, and l need to add the M156 mount lower bracing.
Kindest
Michael