During the import process select "Drone" (picture-1) then hit the dropdown arrow icon and select a models physics that closely relates to your model, should give you a basis to work from but will need a lot of tweaking to get the model fling to your liking.
Naming convention for parts.
An attached texture is a necessity for importing into real flight. It can be a solid color and must be square divisible by 256.
So 256x256...512x512 and so on. with 4096x4096 being the largest for most models.
It calls it a kex because the import process converts...
Import the 3Dmodel into a program like 3dsmax or Blender, name all parts, set the pivots, hierarchy, apply textures and smoothing groups etc. , then export the model as a FBX file for the import to Realflight.
Does Realflight calculate wing loading differently if a model has center section of the wing that is located within the fuselage (hidden section), is the entire wing area calculated (visible and hidden) or just the visible section area used?
Yes, I understand that the fuselage has aerodynamic lift.
"Material Definition System" supporting "Multiple Textures", how many textures (I assume textures are TGA defuse files) can we apply to a model? is there a maximum size limit to TGA's (old system was 4096 x 4096).
When I attempt to import a file that I created in the updated RFE beta version...
The prop disk issue is not only an airplane concern, if I change the props to custom made props on a drone then the black disk shows.
So far I have not had an issue with any of my custom made Heli blades, they display with the normal transparent disk effect.
Yeah, it seems to be the RF9 to RFE problem, I can make the a custom prop work good in either version, (standalone to only a particular version) but cannot export out of either version and import into the opposite version. Would be nice to think the development team can fix this issue.