Microsoft Flight Simulator 6 min read

What MSFS 2024 Scenery Editor settings should I use?

Adam McEnroe
In short

Choose the right MSFS 2024 Scenery Editor settings for snapping, exclusions, terraforming, LOD testing and dependable package builds.

For MSFS 2024, use a separate scenery package, keep ground snapping enabled only for objects that truly sit on terrain, and make exclusion and terraforming polygons as small as possible. Test at normal rather than maximum Terrain LOD and Objects LOD. Airports, landmarks and terrain projects need different object-level settings.

Recommended MSFS 2024 Scenery Editor settings

A reliable starting configuration preserves the default world wherever possible and changes only what the project must replace.

SettingRecommended starting pointChange it when
Project and packageUse a dedicated project with unique, stable package identifiers.Never reuse another add-on's identity or rename an established package for a routine update.
Snap to GroundOn for ground-level buildings, signs, vegetation and static props.Turn it off for bridge spans, rooftop equipment, elevated walkways and objects requiring a measured altitude.
Snap to NormalOff for buildings and anything that must remain vertical.Use it only when an asset is supposed to follow the angle of a sloping surface.
Altitude referenceUse AGL for objects intended to follow local terrain.Use an absolute elevation for surveyed structures or other assets whose height must not move with the terrain.
ScaleLeave models at their authored scale.Scale in the editor only for deliberate variations; correct wrongly sized models in the source asset.
ExclusionsExclude only the required object categories inside a tight boundary.Use separate polygons when buildings, vegetation and airport objects need different treatment.
TerraformingLeave terrain unchanged unless it causes a visible placement or grading problem.Use the smallest practical polygon and a gentle transition when flattening or reshaping is necessary.

The Scenery Editor handles placement, but it is not the whole toolchain. Our explanation of the roles of Project Editor, Scenery Editor and Package Builder helps prevent the common mistake of editing objects correctly but building the wrong asset group. For the complete sequence, follow our project, package and scenery-building workflow.

Which settings change by project type?

Airport scenery requires accurate operational data, while landmarks and terrain projects depend more heavily on careful exclusions, altitude references and streamed-world compatibility.

Project typePrioritiesAvoid
AirportAccurate airport elevation, runway geometry, parking, taxi routes and tightly controlled flattening.Flattening the entire airport area or deleting every stock airport element by default.
Landmark or city objectCorrect altitude, vertical alignment and a precise exclusion around the object being replaced.Large exclusions that remove nearby autogen, vegetation or photogrammetry.
Terrain or ground materialSmooth transitions, minimal overlapping polygons and testing against roads, water and streamed terrain.Stacking several polygons with conflicting elevations or priorities.

For an airport, configure the Airport object and operational elements before adding decorative detail. Our airport-specific package and validation guidance covers that setup without treating an airport as an ordinary collection of scenery objects.

When should I turn Snap to Ground off?

Turn Snap to Ground off whenever the object's base must remain above, below or independent of the terrain surface.

Typical examples include bridge decks, elevated terminal sections, rooftop equipment and structures placed at a surveyed elevation. Keep it enabled for ordinary buildings and props that must follow the ground mesh. If an object leans on a hillside, the usual culprit is Snap to Normal, not Snap to Ground.

Recheck every affected object after changing a terraforming polygon. An object positioned correctly before the terrain edit may float, sink or move when its AGL reference is recalculated.

How should I configure exclusions and terraforming?

Exclusion and terraforming polygons should cover the smallest practical area and perform one clearly defined job.

  • Select exclusion categories deliberately. An exclude-all polygon can remove vegetation, generic buildings, airport equipment and other world objects that the replacement package never restores.
  • Separate unrelated exclusions. A building replacement rarely needs the same boundary as vegetation clearing.
  • Avoid overlapping elevation edits. Competing terraforming, runway and apron surfaces can produce ridges, trenches or flickering ground.
  • Use gradual edges. A broad transition generally hides elevation changes better than a sharp perimeter, but it must not alter nearby roads, water or buildings.
  • Do not hide package conflicts with larger polygons. If two add-ons provide the same airport or landmark, resolve the duplicate package or load-order problem instead.

What graphics settings should I use while testing scenery?

Test custom scenery with representative graphics settings first, then repeat the test at lower and higher LOD settings to expose placement, performance and visibility faults.

  1. Start with normal settings. Use the graphics and LOD values you would ordinarily fly with, not maximum values chosen solely for screenshots.
  2. Test lower LOD values. Check that essential buildings and airport objects do not vanish too early or appear only at close range.
  3. Test higher LOD values. Look for excessive object counts, overdraw, terrain conflicts and CPU-limited performance.
  4. Match the intended world data. Keep online world data or photogrammetry enabled if the scenery relies on it. Test without it only if the package is also meant to support the fallback world.
  5. Change the conditions. Inspect the package by day and night, in wet conditions, and with seasonal or snow coverage where those effects apply.
  6. Run a clean flight. Developer overlays and an active editing session are not a reliable final performance test.

There is no single correct Terrain LOD or Objects LOD number for scenery development because hardware, location and project density differ. Our practical explanation of Terrain and Objects LOD shows how each setting affects detail, pop-in and processor load.

Fix settings that do not survive a package build

Changes that appear in the editor but disappear in a normal flight usually indicate an unsaved scene, the wrong asset group being built, a compilation error or an older package copy taking precedence.

  1. Save both the project and active scenery. An object visible during editing may not yet exist in the saved source.
  2. Build the intended package. Confirm that the scenery asset group is included and inspect the developer console for errors or skipped resources.
  3. Remove duplicate builds. Do not leave an older copy of the same package in the Community folder while testing a newer copy from another location.
  4. Reload outside the editor. Start a fresh flight and inspect the compiled package without selection outlines or developer overlays.
  5. Check package identity and conflicts. Stable, unique identifiers help prevent an update from loading as a second, competing add-on.
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