PC review: Sierrasim Nassau Lynden Pindling MYNN v2 (MSFS)

Test machine specs: MSI X670E, AMD Ryzen 7 7800X3D, AMD Radeon RX 7900XTX, 48gb RAM

Add-ons: FSLTL, GSX Pro, REX AccuSeason (which may misrepresent some colours in certain light conditions)

My first Sierrasim airport — also available as a separate, dedicated FS2024 product.

DETAIL

I looked at a couple of airports by Sierrasim a while ago but ultimately decided against buying them since the detail seemed inferior to that offered by other devs. Nassau v2, however, looked quite nice so when it got significantly discounted in the Marketplace a few days ago — right after release — I couldn’t resist.

TL;DR: it’s mostly surpassed my expectations… with one exception.

The ground textures are a strong point — they’re not the absolute best but far better than I was expecting and pretty accurately match the real airport. Ground markings are also decent, being sharp and easily legible. Apron clutter is almost entirely comprised of default assets (save for a few sets of mobile airstairs) but it somehow works and there’s just enough of it to convince you that this airport is a functioning facility.

The terminal building is nice, without being anything special. It’s decently textured but could perhaps benefit from more weathering. It features custom airbridges and a partial interior (covering the main check-in concourses and both piers). The interior is fairly rudimentary by 2025’s standards but it ticks most of the more important boxes: passenger models, departure screens, seating, carpets, and a handful of parallax shops/bars. The outdoor landside is fully modelled and boasts some really well-done custom vegetation that extends some distance from the terminal. Again, the crucial boxes are mostly ticked: people, cars (mostly default), custom roads, pavements and car-parks, street lighting… but no road signs. I particularly like the textures used to recreate some of the terminal’s landside brickwork, though they could be a smidge sharper.

As for airfield detail away from the terminal, there’s a satisfactory amount, including the ATC and radar towers, FBOs and a good variety of stored airliners (some of which are covered in grime, having languished here for years). Outside the perimeter fence there’s not a great deal, except for some container drums and a couple of shacks adjacent to the RWY14 threshold. Looking at Google Maps there doesn’t appear to be a lot in reality, so Sierrasim get the benefit of the doubt here.

So as I said, it meets and sometimes even surpasses expectations… but what’s the exception I mentioned earlier? Anyone who’s read reviews of mine in the past will know that I have two pet hates concerning third-party airports: default Asobo airbridges and a lack of perimeter fencing. While the airbridges are fine at MYNN, the perimeter fence is largely absent, appearing only in areas adjacent to the main terminal and the various FBOs. It’s a real shame because the portions that are present feature a couple of custom fence models — why go to that effort to only use it in a few select areas? Admittedly it could be worse — i.e. no fence at all — but it just looks so bizarre when a fence abruptly stops, totally dissolving the boundary between landside and airside. For some people, no perimeter fence might not be a big deal; but if you want maximum realism, it can be a bit of a scenery killer — made all the more annoying when everything else is fine.

A more pleasing aspect of the scenery is its night-lighting, which is on a par with the standard we’ve come to expect in 2025.

Finally, the airport seems to accommodate FSLTL well — AI traffic appears to behave conventionally and I noticed that all AI airliners (certainly the ones I’ve seen so far) park in accordance with the ground markings. For me, the first hallmark of a poor developer is the inability (or reluctance) to get AI traffic using your airport properly, so it’s a positive that I don’t have to scold Sierrasim for this.

PERFORMANCE

The last few airports I’ve reviewed have been small, quiet affairs. Not so MYNN — it’s the fifth busiest airport in the Caribbean so can get pretty busy at peak times — however the performance for me is great. It’s an averagely detailed airport and those textures I earlier suggested could be sharper are possibly what’s making this scenery easy on my hardware.

VERDICT

Sierrasim’s MYNN is a decent scenery but it doesn’t particularly stand out in 2025. If you want this airport, it’s certainly your best bet; but if you’ve no interest in flying in or to the Bahamas, you shouldn’t be concerned about fear of missing out. That said, the Bahamas look absolutely stunning after World Update 16, with several Nassau POIs and massive improvements to the islands’ coastlines. This is an airport that greatly benefits from Asobo’s representation of its surroundings.

For those looking to operate real-world flights, the traffic here is dominated by US carriers, flying from as far afield as KLAX! KMIA and KFLL are only short hops and ATR fans will enjoy WU16’s breathtaking scenery while flying Bahamasair routes across the archipelago. Medium/long-haul simmers needn’t feel left out, with regular flights from Canada and BA schedules from London.

The missing sections of perimeter fence are annoying and for me, at least, their addition would make this a very well-rounded package. It does no one thing exceptionally but it does most things satisfactorily. The ground markings are perhaps its star quality but the terminal and its landside look good, the night-lighting is great and the stored/abandoned airliners offer a glimpse into the airport’s past. The solid behaviour with FSLTL is also worth mentioning, although I usually tend to keep an eye on this in the days after review, just in case anything goes awry (and if it does I’ll be sure to report back).

If I had to list some essential additions, they’d include a fully-encompassing perimeter fence, better customised ground clutter and some landside signage.

IMAGES















4 Likes

Just landed there in MSFS 2024 and the AI traffic (BATC with FSLTL) are not even landing on the runway. They land and take off parallel to the runway, between the runway and the taxiway. They are using the runway as a taxiway. I wonder why it’s different on yours, unless it’s because you are using MSFS 2020.

I actually watched a few arriving/departing aircraft there last night, just to confirm my earlier assertion that all was fine. No problems whatsoever, with all arriving aircraft perfectly aligning their nosewheels with the corresponding ground markers on stand.

AI traffic in FS2024 is currently a mess and apparently gets worse with each update — the exact reason I’m choosing to stick with the original sim for now. I believe the traffic injection system in 2024 is completely different — if the default aircraft act erratically, third-party examples will too.

Thanks for the post - this is a frequent destination when I’m flying out of Key West, so I’ll probably pick it up this weekend.

Not intending to hijack a PC thread but just a note here for any Xbox users, the new update looks to be one step too far for console. Whilst the new updates look great, it ends up stuttering, turning to polygons and causes black screens within a few minutes of setting up.


Xbox performance is just as relevant to this thread as anything else. A shame as it’s a pretty well-done airport in a very beautifully done region of the sim.

I picked up the 2020 version and installed it via the SimMarket app. Flew into the airport earlier today and got a bit of a surprise at the end of Rwy 14.


And before anyone mentions cache, I keep rolling cache turned off and don’t have any manual cache stored. I also don’t have any other scenery in the area.

And the localizer also seems to be a little misaligned…

For some reason, that object was in both the default and add-on versions of MYNN for me in 2020. Thankfully it has not appeared in the 2024 v2 version. It was just something I learned to live with back then. Weird but not unique to the DLC for me.

This link was posted by a member over at the Outhouse. I haven’t had a chance to try it yet, but it may be a workaround until the dev can address it in their package.

https://flightsim.to/file/56150/mynn-checkered-box-removal

Are you sure you have (only) MYNN v2 installed? Because this was a problem with v1 and also this fix was made for that version.

Never bought v1 - v2 was the first I ever new this dev had even done this airport.