Wow, well done!
You're learning fast I see. (unlike certain others
)
Looking over the .blend now, it mostly looks great. However there are two things you'll need to change in order to get a stable mesh.
1) There are a lot of non-flat 4 vertex faces over the model - meaning one of the 4 vertices is out of alignment with the other 3. To fix this, you'll need to triangulate it: press space>edit>faces>convert to triangles (or ctrl+T)
Problem here is that now you'll have a pair of spots where the geometry has triangulated incorrectly - the front hinge-like thing on each wing. You'll see a darker patch appear showing where the problem edges and unwanted polygon are, and so all you'll need to do is delete them and place some new ones that fit.
If you need help here, I can post some screenies to help.
2) This is a slightly bigger issue I'm afraid. Go to the edit menu (F9), and under the Mesh section, find and un-press the "Double Sided" button. You'll notice that most of your model will remain the same, but a lot of the cockpits interior will suddenly turn black. You may have heard of the term 'polygon normal' somewhere before - what it is is basically a direction the polygon faces, pointing out of the face. The reason for this is that in games, polygons can _only_ be one-sided. You won't be able to see the face at all if you are looking parallel to the faces normal. (Check
Wikipedia's article for more info.)
In this case, you have the reverse side of the polygons that form the outter hull also forming the inside of the cockpit. It worked because Blender was set to display two sides to every poly, but in game, they can only be either the outside or the inside of the hull - they can't be both.
Fixing this is a bit tricky, since you're going to have to split the parts of the cockpit you want to keep off from the rest of the mesh. This will mean him, his chair and controls will need to be selected and split (press Y) off from the mesh. I'd recommend you then move him straight up and out of the way (holding ctrl to keep it in set incriments, making it easy to reposition him later) so you can work on what's called the cockpit tub.
This is basically just a fancy indent in the outter hull mesh that will form the area the pilot sits in. Even though it will be 'inside' the hull, as far as the game is concerned it's still the outside, and so will render it correctly. You then put your pilot back there, but you can keep him and his controls separate from the main hull mesh. (keep him in the same object, you just don't need to attach him to the rest of the mesh.)
It's tricky I know, but this sorta thing will get easier with practice. Just let us know if you need more specific help with any part of this.
Keep it up.