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The flickering probably is because there are 2 surfaces there.

Here are 2 cylinders (from blender 2.79b): when exported, the "good" should look good, and the "bad"...@N_Molson, can you post the cylinder blend file you made?
Files from other versions should open in recent ones, but not the other way around.There were major changes in Blender 2.8, and I'm using 2.91![]()
@N_Molson, when I apply all transforms to your files, they export and look correct.
Reflections is not native to Orbiter, so it doesn't exist in the .msh file format. It only exists in the D3D9Client which is an unofficial add-on. So you need to take a look at its documentation. With the native Orbiter all you get is specular highlights, aka sun reflections. Environmental reflections can only be had with the D3D9Client and even then its limited to one source.I still have no luck with that, applying all transforms in Blender seems to cause all kind of horrible things to happen. Now I use the workaround, which is ShipEdit->Generate Normals ; and it does work well, its just one more step. It would be cool if there was a way to automate this process.
Now another question : in the "Orbiter Materials" panel you have a "Specular Power" field which is set to 10 on default (I'd say it looks like rough aluminium, which is perfect for a lot of spacecraft). I've been trying to enter different values to simulate very reflective surfaces like solar panels or MLI (aka "goldfoil") but I'm having trouble. It seems there is no upper limit to the value so what kind of range are we talking about ? What kind of value should I enter if I want a mirror-polish look like glass or chrome ? I'll run more trial and error but could be useful for other users to make some kind of "scale" in the documentation.
Overall it works very well great job you did there !