what I do for objects like this is divide it into four parts.
top, side1, side2, bottom.
Then I can apply flat textures using a planar map for each section. Then I just slightly adjust the textures I make to adjust for the angles moving away near the edges.
For example: with the top section, say the top 1/3 of the sphere, when you apply a flat texture using a planar map from the top down, the textures nearer to the edges will start to stretch out because of the shape. So what I do, is on the actual texture, shorten things like windows etc, so that when they DO stretch, they stretch out to the right length. Now , if you chop up the mesh right, it will greatly help you reduce the stretching.
While this technique is a bit more involved that using a spherical map, I find that it is both flexible and versatile. It's the exact way that I do nacelles. The only thing you have to be careful about is making sure that everything lines up in the mapping stage.