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MSFS Single model crashing MSFS


Resource contributor
Hello all,
After the last sim update, I'm running into an issue with one of my recently converted models.

Before the last update, I converted the default DHC-2 Beaver from FSX to a static model. The conversion was done using Model Converter X and added to my object libraries package. I have placed this model before without issue. However, something must have changed in the last update, because now this model immediately crashes the sim if I select it in the scenery editor, with intention to place it.

I have tried looking over the model's materials, as well as rebuilding the .gltf and libraries with the latest SDK. I don't see anything that catches my eye that would be a show stopper in the material settings.. Checking the MSFS log, I found no relating errors. This is the only model that crashes. Every other model I have brought over from my original FSX/P3D libraries works just fine.

I have also converted another FSX aircraft scenery object, which works fine. Although, it wasn't a simobject to start with.

Here's a link to the MDL file which can be opened in MCX, as well as the textures to go along with it (Note: Textures have been flipped for MSFS, so do not display correctly in MCX):

I could definitely use another set of eyes on this! Any ideas?



Resource contributor
Not sure but the MDL file is PV20 - Prepare3d v2? Should be MDLX for an FSX model. but it may not work because it will have P3D stuff in the MDL.

read up on https://www.fsdeveloper.com/wiki/index.php?title=MDL_file_format_(FSX)
It should be saved as a P3D v4.4 MDL, but that shouldn't matter once I convert it to gltf. Hasn't for all my other models so far, at least. I just use MDL as a "save" file since bringing gltf back into MCX has been buggy in the past.


Resource contributor
P3Dv4.4 offers the convenience of storing the metal comp texture assignment that neither Collada nor FSX .mdl recognizes.

The glTF format has coordinate axis alignment issues when importing into MCX, it also seems to arbitrarily reassign texture slots and forget texture paths.