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Microsoft Flight Simulator 6 min read

How do I use the airport editor in MSFS 2024?

Adam McEnroe
In short

Learn to use the MSFS 2024 airport editor: set up a project, edit runways and taxiways, override stock airports, then build and test it.

The MSFS 2024 airport editor is part of Developer Mode’s Scenery Editor, not a separate in-game tool. Enable Developer Mode, install the matching SDK, create a scenery project with a BGL asset group, add or override the airport, then build the package and test its output from the Community folder.

Where is the MSFS 2024 airport editor?

Airport editing is performed through the Scenery Editor on the Developer Mode toolbar, while the Project Editor manages the package containing your work. Start with our Developer Mode setup steps, then follow the process for installing the matching MSFS SDK.

This authoring workflow is for the PC version of Microsoft Flight Simulator 2024. Xbox Series X|S and PlayStation 5 users cannot run the desktop SDK tools or install an unpackaged project through a Community folder.

How do I create or edit an airport?

  1. Load a flight at the airport. Position the aircraft or developer camera over the site so that the editor opens near the area you need. For a new airport, decide on a unique identifier that will not conflict with an existing facility.
  2. Create a project. Open the Project Editor and create the source project in a writable development folder. Keep source files outside both the Official and Community folders.
  3. Add a scenery package. Create a package containing a BGL asset group. Some SDK builds provide a project wizard that creates this structure; otherwise add the package and asset group through the Project Editor.
  4. Open the BGL in Scenery Editor. Load the asset group for editing and save it before placing objects. The editor’s live view is temporary until those source changes are saved.
  5. Add the Airport object. For a new field, enter its identifier, name, reference position and elevation. When modifying a stock airport, use the same published identifier and configure the airport delete options only for the categories you intend to replace.
  6. Build the operational layout. Place the runway first, then taxiway points and paths, aprons, parking stands, start positions, signs, lighting and windsocks. Keep airport-specific elements associated with the correct Airport entry in the editor hierarchy.
  7. Add scenery and terrain work last. Place buildings, fences and clutter after the operational layout is stable. Use small exclusion and terraforming areas rather than flattening or clearing the entire airport.
  8. Save and build the package. Save both the scenery asset and project, then run the package build from Project Editor. Resolve compiler errors before testing outside Developer Mode.

Our complete scenery project and packaging workflow covers the broader process for adding custom models and preparing a distributable package.

Which airport objects should I use?

ObjectWhat it controlsCommon mistake
AirportIdentity, reference point, elevation and stock-airport deletion rulesCreating a second airport with a slightly different identifier
RunwayDimensions, heading, surface, markings, lighting and runway endsMatching the texture visually but entering the wrong true heading or elevation
Taxiway points and pathsThe connected network used by ATC and AI trafficPaths that appear to touch but do not share a connected node
ApronLarge paved or unpaved surface areasAssuming an apron creates a routable taxi network
Parking and start positionsSpawn points, stand orientation and aircraft capacityUsing a radius too small for the intended aircraft
Exclusion and terraforming areasRemoval of unwanted scenery and local terrain shapingUsing an oversized polygon that damages nearby roads, vegetation or terrain

Snapping, altitude mode and exclusion behaviour can produce subtle errors, particularly on sloping airports. We recommend checking our practical Scenery Editor settings for airport work before laying out taxiway nodes or terraforming polygons.

How do I modify a default airport without creating duplicates?

Use an Airport object with the stock airport’s exact identifier, then enable only the category-specific delete commands needed for the elements you are rebuilding. If you replace a runway, for example, also inspect its starts, taxiway links, lighting and other dependent records rather than leaving mismatched stock elements behind.

An exclusion rectangle is useful for removing buildings, vegetation and ordinary scenery objects, but it is not a substitute for the Airport object’s facility deletion options. Never edit files inside the Official package directories. Handcrafted or protected airport source files generally cannot be imported as an editable project; create your own overlay or replacement package instead.

Disable other add-ons for the same airport while testing. Two packages attempting to control one identifier can produce doubled buildings, missing runways or mixed taxi layouts according to their package priority and deletion rules.

Airport scenery also does not automatically rewrite the procedures stored in an aircraft’s navigation database. Moving or renumbering a runway may leave SIDs, STARs and approaches referring to the published navdata until that database is updated separately.

How should I build and test the airport?

  1. Build from Project Editor. Check the Developer Mode console for malformed polygons, missing assets and BGL compiler errors.
  2. Locate the built package. Its package folder should contain manifest.json and layout.json directly inside the package root.
  3. Install the built output. Copy that package root to the Community folder. Do not copy the entire source project or create an extra nested folder level.
  4. Restart for a clean test. Exit Developer Mode and restart MSFS 2024 so that the simulator loads the compiled package rather than an editor-mounted version.
  5. Inspect the whole airport. Test every runway start, taxi route and parking category by day and night. Look for disconnected taxi paths, incorrect hold-short points, floating signs, doubled objects and sharp terrain edges.

Why are my airport editor changes not showing?

  • The package was not rebuilt: saving source files does not update the previously compiled BGL.
  • The folder is nested incorrectly: MSFS must find manifest.json and layout.json at the expected package-root level.
  • The wrong asset group was edited: confirm that Project Editor is building the same BGL opened in Scenery Editor.
  • Another airport package is winning: remove other add-ons for that identifier and test again.
  • Stock elements were not deleted: use airport facility deletion options for runways, taxiways and parking rather than relying solely on scenery exclusions.
  • The build failed silently in the view: inspect the Developer Mode console; the editor can retain a live object that never reached the compiled package.
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