Test machine specs: MSI X670E, AMD Ryzen 7 7800X3D, AMD Radeon RX 7900XTX, 48gb RAM
MSFS add-ons: FSLTL, GSX Pro, REX AccuSeason (which may misrepresent some colours in certain light conditions)
FS2024 add-ons: none
DETAIL
This is a new level of detail for developer SLH, that rivals (and in some cases, surpasses) that we see from the likes of Pyreegue and Jo Erlend Sund. The textures are high-res almost everywhere and are convincingly weathered.
The runway and apron textures/markings are perhaps the most disappointing part — not that they’re anywhere near bad but, given the quality of everything else, they’re decidedly average by 2025’s standards (those in SLH’s earlier Cayenne scenery are arguably better). Airfield lighting is a different story, with every fitting being custom-made and featuring emissive lighting. The scenery’s one issue pertains to this lighting, however, with a single runway edge light awkwardly sitting right on a taxiway centreline.
The terminal and its landside are simply fantastic, in every way. Ramp clutter is plentiful and entirely custom. Like the previous SLH airport (SOCA), there are animated ramp vehicles tailored to this particular airfield. There’s a near-full interior included, in which even the toilet interiors are modelled! Ridiculous! There are static people all over the place (plus some animated examples) and the vehicles populating the car-parks on and around the airport are custom models. The perimeter fence is custom and features a variety of gates and signs (without any real repetition). The landside features just as much detail as airside, with various signs, barriers, fences, advertisements, etc. Listing all the fine detail on offer would take an eternity but, rest assured, every place you look is crammed full of it!
TFFG is notable because it’s the first SLH airport to feature a good degree of surrounding detail (something I had suggested a year or so ago in any future airports). This includes houses, shops, restaurants, car-parks, warehouses, piers, and a couple of animated jet-skis out in the bay (which are mysteriously operating without riders but, hey,… let’s cut the dev some slack here). Oh, and be careful when on finals as you might just suffer a bird-strike!
A number of surrounding roads have been slightly modified, to include street-lighting, cars, vegetation and pedestrians. None of this peripheral modelling is as detailed as that on the airport itself but it’s still of a very high standard (and still pretty high-res).
PERFORMANCE
Obviously, smaller airports can sustain a greater level of detail without impacting performance too much, and TFFG’s performance is, unsurprisingly, excellent. FSLTL won’t present any problems as there are only ever a maximum of two aircraft on the apron at any given time.
VERDICT
SLH’s SOCA was impressive. TFFG is perhaps more so, though I think a direct comparison is perhaps unfair as SOCA is a much larger airport.
The level of detail here is astounding, even for an airport of this size. As I said earlier, listing every tiny detail would be a very time-consuming task but if you want to see things like small electrical boxes on walls and lamp-posts — complete with warning stickers and wires — this scenery’s for you.
The airport is just a stone’s throw from a good number of Caribbean islands, although the primary route out of here is Pointe-a-Pitre (with ATRs of Air Caraibes and Air Antilles). Unusually, departing ATRs must make a turn at the runway end, then use reverse thrust to align themselves with a set of ground markers — this ensures the absolute full length of the runway is available, and the scenery does feature these unique ground markings.
While route variety is lacking, it’s a fun little airport for Caribbean island-hopping — greatly enhanced by some really immersive little touches (the bespoke animations, the runway/apron lighting, the interiors, the peripheral detail). The only flaw I’ve found so far is the aforementioned runway edge light positioned in the middle of an active taxiway (which should only be a problem in MSFS). Additionally, the included GSX profile is failing to install (at least if you buy from Contrail). The dev is aware of and working to address both issues.
If I had to make a recommendation, it would be to add some peripheral detail on the terminal side of the airport, which is currently relying on autogen.
If you’re a fan of Caribbean flying, it’s a must. If you want to see the sort of insane detail possible in 2025, it’s a must. Basically, the only reason you shouldn’t buy this scenery is if you’re confident you’ll never fly in this part of the world. It comes in at a very reasonable price, and nicely complements Asobo’s excellent hand-crafted TNCM.
Just one word of warning for anyone using Seafront Simulations’ Vessels: Anguilla, St. Martin & St. Barts: you’ll see conflicts with the assets placed by SLH. It’s by no means a deal-breaker as you won’t routinely notice, but I want to insert the caveat for completeness.
IMAGES (MSFS)