I think there are two issues in your model, topology and use of subsurf.
I may be wrong, but it looks like you got your mesh by taking a cube, deforming it and maybe adding a few loops here and there, and then taking a high level subsurf and applying it. Aside from trying to use subsurf to try to make a rectangular object look round (topology again :)), this creates an unnecessarily high poly object to work with, and more importantly removes subsurf from acting on the mesh and helping smooth things out for you.
I would suggest redoing the fuselage model you have, and try to model with subsurf enabled as a modifier. Start with a circle or cylinder initially, extrude and scale to regain your original shape. Try to use as few vertices as possible while keeping the subsurfed model smooth.
When you get to modeling the windshield, read the link techwielder posted and reread this thread for hints how to create a nice opening for it. In your old model the corner vertices I circled below are bad, and the triangles you created are also bad. Basically you want a single edge loop defining the opening for the windshield, following the path I marked in blue below.