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The Staff of SOH
As a developer I can appreciate that that window to fuse transition is a difficult spot. The window itself in all likelihood is a flat plane whereas the fuselage is rounded. If I had the source model I would create a few intermediate polys, each time relaxing the transitional stress a bit, and then try if smoothing does it. Why, if you pass me that part of the nose section (not the whole plane) I'd be willing to give it a try. Got other things to do, but it is a challenge that makes my fingers itch.
That's very useful info, and should in fact make the task a little bit easier. On the other hand the rounded corners are difficult to handle, too, and might lead to a shading artefact. Worth trying nevertheless...