I would love to use ADE for MSFS scenery design, as I used to do in FSX.
I have created a couple of airports for testing in MSFS, and the process is horribly slow. Designing scenery in the SDK is done within the game itself, which means that every time you want to see the results of any kind of scenery design edit, or to re-compile the scenery XML file, you have to load the game, which takes three full minutes on my PC. My experience with ADE for FSX was that it only took a few seconds to load ADE, so you could do editing quickly and run the compiler to de-bug the XML file without having to load the game. FSX was a little faster to load than MSFS is, maybe 2 minutes instead of 3, but that’s still annoyingly too long if you are having to do frequent re-loads of the game to check the effects of edits. Doing scenery design in MSFS is taking me at least 4 times as long to do the same amount of work as I used to be able to do in ADE. And then there’s the issue of users having to figure out how to use the SDK by trial and error, because the documentation for the SDK is months, if not years, away from being complete. It would be a godsend if the BGL compiler for the MSFS SDK was available as a stand-alone program, so that at least I could use it to de-bug my XML files without having to load the full game every time.
There are a couple of features I’d love to see in the scenery, if it would be possible in MSFS to have these: Hanger door that open and close. I think these were in Runway 12 if anyone here ever used that add-on back in the day. I just fired up Runway 12 - first time since 2011 according to the file dates in that folder - and not to my great surprise, it can’t sync to the position of my aircraft in MSFS in order to place scenery. The static hot air balloons in Rwy 12 were fun. too.
I eagerly await ADE for MSFS.