You know that texturing a model that is verry complex and dispalayed very huge by UV-mapping and using one texture is verry inefficent and uses a lot of graphical memory.
It's better to tile the texture so i can use a 750x750 texture and it looks detailed. When i do it the way you tell me i would have to use a texture with arund 10000x10000.
It won't look detailed, it'll look terrible. For tilemapping to look even slightly passable, you need a whole lot more than just one texture. And even then, the detail will look really washed out.
UV mapping is both more efficient and looks better. Actually, IMO, a UV mapped flat grey texture with baked ambient occlusion looks better than any feasible tilemapping, and that'll remain the case until FSO can do real-time AO.
Betrayal's idea is how I did my TEI ships originally. It's a good place to start, and is a massive improvement over standard tilemapping because, as I said, having baked AO and glows makes a world of difference.