I'll let Admiral explain the details on that one.
But in Max, theres two ways of handling this, that I know of. Maybe they can be translated into blender

First:
First the hard way. uvmap the main hull, export the uvmap to a bmp file (not sure what exactly the blender version for texporter is). Apply that texture to the main hull and details. Then uvmap the details piece by piece, moving the mapping so it doesn't collide with the previous mapped areas (hopefully blender allows you to see the bmp in the uv mapping window)
Second:
The Easy way

Attach everything into one giant object, no booleaning, welding, just plain-jane attach. You can then see everythings uvmap at once* . Once everythings to your liking and fitting nice and snug on the map, detach the details. (In max you can select subobjects and detach them, which would select all counted via vertex polys. Hence no welding or booleaning).
* although I recommend when creating the map, do it piece-meal otherwise it can be kinda overwhelming