From FSDeveloper Wiki
Using an airport editor such as ADE in association with the SDK tools, it is a relatively simple task to modify a stock airport so that it more closely resembles its real-world counterpart by adding parking and aprons – or even to create a new airport from scratch. But, the result often won’t look much like the real thing when taxiing about in the user aircraft.
This tutorial discusses a number of techniques for overcoming these issues and for otherwise
adding realism to your MFS airport. As well, it suggests some methods for coping with the way
MFS handles transitions from one surface material to another and other drawing-order issues.
In writing this tutorial, I have assumed the reader is familiar with the terminology, concepts and
fundamental elements involved in airport design for MFS.
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