I finally learned how to export LODs today for MSFS and got it to work after following the workaround for the exporter. Now what I am trying to figure out is how to you actually make your models lower detail in Blender for each LOD level? It it just as simple as using the decimate modifier until you get to a triangle count that you like for that level of detail and the model still looks ok? For example the SDK says your last LOD should have around 100 tris. The model I am currently working on has 19,000 tris at LOD0 and it is composed of a bunch of different mesh parts. I copied all the parts to each LOD level and then removed parts that you wouldn't see as you move away to each level. This worked as my next LOD2 just by removing some detail parts like antennas, satellite dishes, and small items brings it down to 9,000 tris. The next LOD3 removes a few more parts from the mesh and gets it down to 5,000 tris. My last LOD4 that MSFS wants to be around 100 tris has 2,500 tris. This was just purely by removing parts. Should I use decimate on all LODs to bring them down even further? I tried to decimate LOD4 and it looked ok until I got closer to 100 tris and then it kinda warped the sides of my building into a slightly different shape. However I don't think this would be much of an issue at LOD4? I'm just looking to see if I am on the right track here and to figure out how FS Blender designers are making their LODs.