zdog64,
The key things to know to get this EA into Realflight is to:
1.) Use only one .tga file for the entire model
2.) The model and collision mesh must be under 20,000 triangles with the collision mesh not exceeding 1,500 triangles.
3.) If retractable landing gears are used, they must have NUP values correctly defined. The vehicle absolutely will not work if the NUP values are not defined on the gear doors (if used).
4.) Named materials in the modeling program must be named to use the alpha channel on the .tga (i.e. ~ALPHA, ~CANOPY, ~SBS, ~BREAKAPART) They must be named exactly as shown in all caps with the "~" preceeding the rest of the name.
5.) You will need to eliminate the blades on your model and define the sim's prop placement with the ~CS_ENGINE1, ~CS_ENGINE2 compoenents.
6.) Look up everything here you can regarding NUP values. They do everything from animating landing gears to making lights blink.
You'll find tons of useful information here in the forums to help you get your model into the sim. There are many different dedicated naming conventions to use on a model and you can find all that in the forums as well.
If you get stuck trying to import your model into the sim, post in a build thread for assistance. Most everyone will bend over backwards to help you out.
If you would like a sample model to reference for parts naming, pivots, NUP values, etc., send me a PM with your email address and I'll send you something from my collection. I may have to convert a model and export into a different format since my version is much older. Sometimes models will look like a pile of broken glass between modeling programs including different versions of 3DS Max.
Since you have Max 2012, you may have difficulty getting your model into the sim. I think the latest .kex exporter for Max, is for Max 2011. People here will help you if they can.