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MSFS 2020 - 2024

How We Build Realistic Airports for Microsoft Flight Simulator: Our MSFS Scenery Development Process

MSFS scenery needs accurate research, careful modeling, and strict optimization. See how our team builds realistic airports for Microsoft Flight Simulator 2020 and 2024.

msfs scenery
On this page
  1. AIRPORT RESEARCH AND REFERENCE GATHERING
  2. 3D MODELING
  3. BUILDING TERMINALS AND AIRPORT STRUCTURES
  4. GROUND/ENVIRONMENT MODELING
  5. PBR TEXTURING
  6. VEGETATION AND SURROUNDING ENVIRONMENT
  7. RUNWAYS, TAXIWAYS, AND AIRPORT MARKINGS
  8. 3D OPTIMIZATION
  9. MSFS IMPLEMENTATION
  10. TESTING AND FPS OPTIMIZATION
  11. FINAL QUALITY ASSURANCE
  12. DELIVERY
  13. WORK WITH A TEAM THAT BUILDS MSFS AIRPORTS

MSFS scenery is built in twelve stages: reference research, 3D modeling, texturing, vegetation, markings, optimization, SDK implementation, performance testing, and quality assurance. Skipping any stage shows up in the sim as wrong buildings, blurry textures, or low frame rates. This guide walks through each stage the way our team at Dotlancing works through it on real airport projects.

We are a 3D agency that builds airports for Microsoft Flight Simulator. Our process covers both Microsoft Flight Simulator 2020 and Microsoft Flight Simulator 2024. Whether you are a pilot choosing MSFS airports, a developer planning a project, or a studio hiring an outside team, this article shows what good MSFS scenery development looks like. You can also see finished projects on our work page: https://dotlancing.com/#work

AIRPORT RESEARCH AND REFERENCE GATHERING

Good MSFS scenery starts with accurate reference material, not with modeling. We collect everything we can about the airport before opening any 3D software.

Our reference package usually includes aerial and satellite imagery to confirm layout, building footprints, and apron shapes. It also includes ground level photos and videos of terminals, hangars, towers, signage, and vehicles. We add official airport charts and diagrams with taxiway names, runway data, and parking positions, along with architectural information such as building heights, roof shapes, and facade materials. Finally, we gather local environment notes about vegetation, terrain, and nearby landmarks.

Photos matter most. A terminal that looks right from the air can still look wrong from the gate if the glass, canopy, or entrance details are guessed. When a client or airport can supply photos, the final result is noticeably more accurate. We also record the date of each source, because airports change. A new concourse or a repainted tower can make older references misleading.

3D MODELING

Once references are organized, we build the base 3D models. For MSFS airports, the main goal is accuracy within a strict performance budget.

We model in standard 3D software and plan every object for the MSFS engine from the start. That means real world scale so buildings match actual dimensions, clean geometry without hidden or duplicate faces, logical object separation so parts can be reused, hidden, or given different levels of detail, and consistent naming and pivot points to keep the SDK stage organized.

We block out the major volumes first, then add detail in passes. This lets us check proportions against references early, when changes are cheap. Detail that pilots can actually see, such as jet bridges, roof equipment, and gate numbers, gets priority over interior details that no one will ever view.

BUILDING TERMINALS AND AIRPORT STRUCTURES

Terminals, towers, hangars, and cargo buildings define how an airport feels. They are also where most visual quality is won or lost.

For each structure we focus on four things. Silhouette comes first, because roof lines and building shapes are the first thing a pilot recognizes on approach. Facade detail follows, since windows, columns, canopies, signage, and entrances add realism at close range. Glass and reflective surfaces need correct material setup to look believable in changing light. Airside details such as jet bridges, fuel stations, fencing, and service roads make the apron feel active.

Where an airport has several similar buildings, we reuse modular parts. This keeps file size and draw calls low while still allowing variation through texture changes. Detailed hero buildings, such as the main terminal, receive more modeling time than secondary sheds and storage areas.

GROUND/ENVIRONMENT MODELING

The ground is the foundation of every airport scene. Ground and environment modeling covers the surfaces that tie buildings, runways, and terrain together.

This stage includes apron and taxiway surfaces with correct shapes, joints, and slight elevation changes. It includes terrain blending so the airport sits naturally in the surrounding landscape. It also includes elevation correction. Microsoft Flight Simulator uses its own terrain mesh, so we flatten or adjust areas where the sim's default terrain does not match the real airport. Drainage, curbs, and roads connect the airport to its surroundings.

Flattening is one of the most important fixes in MSFS scenery. Without it, runways can appear to float or sink into hills, and aircraft may sit at odd angles. Careful ground work also prevents visible seams where custom surfaces meet default scenery.

PBR TEXTURING

PBR stands for physically based rendering. It is the standard material system in both Microsoft Flight Simulator 2020 and Microsoft Flight Simulator 2024, and it is what makes surfaces react naturally to sunlight, rain, and shadows.

A typical PBR material uses several texture maps. Albedo holds the base color. Normal maps hold fine surface detail such as panel lines and concrete texture. A composite map packs occlusion, roughness, and metallic values into a single image.

We paint and photograph source textures, then check how they look at different distances. A concrete apron that looks great close up can show obvious tiling from altitude, so we add variation, stains, and wear marks to break repetition. Texture resolution is also managed carefully. Large textures cost memory, so we give high resolution only to the surfaces players see most, such as the main terminal and apron.

Good texturing also means matching real conditions. Weathered metal roofs, faded paint, and wet pavement reactions all help an airport feel lived in rather than freshly rendered.

VEGETATION AND SURROUNDING ENVIRONMENT

Trees, grass, and nearby objects connect an airport to its location. A tropical airport and a desert airport should not feel the same, even if their buildings are similar.

We place vegetation using local reference and the sim's own systems where possible. We match tree types and density to the region, use grass and ground cover that fits the climate, and add fences, light poles, antennas, and nearby buildings that frame the airport. We also keep vegetation clear of runway protection areas, as in real life.

Vegetation is also a common source of frame rate problems, so we balance visual richness against performance from the first placement. A well placed row of trees can add more realism than a hundred scattered ones.

RUNWAYS, TAXIWAYS, AND AIRPORT MARKINGS

For pilots, markings are functional, not decorative. Runway numbers, hold short lines, taxi centerlines, and signs must match the real airport and work with the sim's AI traffic and ATC.

We build and check runway markings including thresholds, touchdown zones, and designators. We also build taxiway lines, edge lights, and hold positions, airport signage with correct text and placement, and lighting such as approach lights, runway edge lights, and apron lighting.

Accuracy here affects gameplay. If taxiway names or hold lines are wrong, virtual pilots and AI aircraft can behave incorrectly. We cross check every marking against official charts and, where possible, current imagery.

3D OPTIMIZATION

Optimization is where a beautiful model becomes a usable add on. Microsoft Flight Simulator runs on a wide range of computers, and MSFS scenery addons must work well for most of them, not only high end systems.

Our optimization work includes polygon budgeting, where we reduce unseen or unnecessary geometry. It includes level of detail (LOD) models, so distant objects use simpler versions that switch automatically with distance. It includes texture atlasing and reuse, because combining textures reduces draw calls, and material consolidation, because fewer unique materials means lighter rendering cost. We also tune collision and shadow settings only where needed.

The aim is to keep visual quality high at the distances where players notice detail, and save performance everywhere else.

MSFS IMPLEMENTATION

After optimization, we assemble everything in the Microsoft Flight Simulator SDK. This is the technical stage where models, textures, and airport data become a working package.

Implementation covers exporting models in the formats the SDK expects, with correct materials. It covers placing objects in the Scenery Editor with precise positions and orientations, and setting up airport data such as runways, parking, taxiways, and approaches. We add flattening polygons and exclusion areas to remove default objects that conflict with the custom design, then build the package so it loads cleanly in the simulator.

Developers should also plan for platform differences. Many add ons built for Microsoft Flight Simulator 2020 can work in Microsoft Flight Simulator 2024, but compatibility depends on the project, so we test and update packages for the version the client is targeting. Always review the current SDK documentation, because tools and requirements change with sim updates.

TESTING AND FPS OPTIMIZATION

Testing proves whether the work holds up in the real sim. We load the airport in different conditions and watch both visuals and performance.

Our testing routine includes frame rate checks using the built in developer mode and FPS display, at the airport, on approach, and while flying around it. We test different weather and time of day settings to check lighting, reflections, and night textures. We use multiple aircraft types, from small general aviation planes to large airliners, and we test AI traffic and ground movement to confirm parking and taxi routes work. We also consider hardware variety, since performance on a high end PC does not guarantee smooth play on a mid range one.

When frame rates drop, we trace the cause. It might be heavy textures, too many unique materials, dense vegetation, or complex lighting. Then we fix the specific problem instead of lowering quality across the board.

FINAL QUALITY ASSURANCE

Before delivery, we run a full quality assurance pass. This is a fresh review of the finished package, ideally by someone who did not build that part.

Our checklist covers visual accuracy against the reference package, texture seams, stretched UVs, and floating objects. It covers runway, taxiway, and parking correctness, clean installation and removal of the package, and compatibility with the target version of Microsoft Flight Simulator. It also covers consistent naming, folder structure, and documentation.

QA also includes flying the airport the way a customer would. We take off, land, taxi, park, and fly around it. Issues that never appear in the editor often show up in a normal flight.

DELIVERY

Delivery means giving the client a package that is ready to use, whether for release, marketplace submission, or further development.

We typically hand over the final compiled package, source files where agreed in the project scope, a short document describing features, known limits, and installation steps, and support for fixes after launch, such as updates for new sim versions.

Clear communication matters throughout. We share progress updates at major milestones so clients can review and give feedback before the work is locked in. If you want to see how this plays out in practice, visit our portfolio at https://dotlancing.com/#work or read about what we offer on our services page at https://dotlancing.com/#services

WORK WITH A TEAM THAT BUILDS MSFS AIRPORTS

We are a 3D agency that builds many airports for MSFS. If you want to check our work, explore our completed projects at https://dotlancing.com/#work or see our services at https://dotlancing.com/#services, then get in touch to talk about your airport.

  • #msfs scenery
  • #msfs airports
  • #msfs scenery addons
  • #microsoft flight simulator 2024
  • #microsoft flight simulator 2020
  • #airport 3D modeling
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Frequently asked questions

What is MSFS scenery?

MSFS scenery is any custom 3D content that changes how the world looks in Microsoft Flight Simulator. It includes airports, landmarks, buildings, and terrain improvements. Detailed airports are the most popular type, because pilots see them on every flight.

How long does it take to build an airport for MSFS?

It depends on airport size and detail. A small regional airport can take several weeks, while a large international hub with many buildings can take months. Reference quality, client feedback speed, and the level of custom detail all affect the timeline.

Do MSFS airports work in both Microsoft Flight Simulator 2020 and 2024?

Many do, but not always without changes. The two versions share much of the same foundation, yet SDK updates and engine differences can affect specific features. Check the product page or ask the developer which version an add on supports.

Why does optimization matter for MSFS scenery addons?

Heavy scenery lowers frame rates, which makes flying less enjoyable. Optimization keeps polygons, textures, and materials within sensible limits, so the airport looks detailed but still runs smoothly on a wide range of computers.

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