Any info on the prop? I'm going to do a separate mini-tut just for that part. (Because the method behind making it is useful for all propeller aircraft.) If I had some specs that particular part, I could model close to them. Otherwise I'm going to guess-timate from what little there is of the propeller on the 3-view drawings. Basically I need the thickness (at the hub), hub diameter, blade diameter, blade root pitch angle, and blade tip pitch angle. I doubt I could get it perfect (at least in a reasonable timeframe), but should be able to get close with those numbers alone.
Also I swore I saw some version with 4 doors in a pic or two (I hope I wasn't imagining that, since I modeled it that way), but a lot of the drawings and other pics only show two doors. I'm not going to redo the tutorial just for that (it's already work enough to explain things and edit pics, etc.) but I can fix that in the model if it's an error on my part or a somewhat rare modification.
And last but not least, the corrugated patterns in the skin are going to be part of a texture map. (Not sure if FG supports bump or displacement in its renderer, but it can be approximated in the coloring alone. In other words "faking it". I'll probably go over it in a texturing overview, but that has to wait until the UV mapping section is done.) Trying to do that kind of detail in an actual mesh would be a "poly-bomb" and counter-productive to rendering otherwise. (I know it's quite true just for slowing down "artistic" rendering, let alone a sim where its suppose to render in real-time.)