Review: MK-Studios Porto Francisco Sá Carneiro LPPR (FS2024 only)

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

Add-ons: BATC, GSX Pro

These days, I know exactly what to expect from MK’s new releases — they don’t disappoint and take forever to get discounted, so I tend to make them day one purchases. Porto was no exception…

DETAIL

Each time MK release an airport, I really look forward to arriving there for the very first time. I chose the Fenix A320 (TAP livery, of course) to do a real-world, early-morning hop from MK’s own Lisbon. Despite a floaty landing due to a tailwind (wind was variable so can’t blame BATC, really), I managed to bring my aircraft to a stop well before the runway end, but just past the final exit — resulting in my having to make a little backtrack to vacate. As usual, the runway, taxiway and apron textures impressed me on arrival, as did the custom airfield lighting and some of the peripheral modelling outside the perimeter fence (I’ll explain later why I say “some” and not “all”). The perimeter fence, by the way, is all-encompassing and features several custom varieties that presumably match the real airport.

Ground markings look wonderful, being realistically weathered (although I have seen better in 2026) and clearly readable. This scenery uses Nool’s VDGS module and it worked flawlessly on stand 32. Jetway connection was smooth and convincing.

The terminal building is a typical MK masterpiece, inside and out. There really isn’t a lot more to say, except perhaps that the large concrete struts that support the landside section of the roof actually look better in TaiModel’s rendition of LPPR (which I don’t own — I’m basing this judgement purely on that scenery’s promo images/video). Not that MK have done a bad job here, but I was definitely more wowed by how TaiModels had weathered them. It’s a little odd, really, as other areas of the building appear more convincing in MK’s.

The terminal interior is nice but as we know by now, MK don’t go overboard with interiors, preferring to put more emphasis on exterior detail. This approach certainly works for me but again, I’d have to hand TaiModels the win in this department. That said, MK have included static people, both inside and out.

Where I think MK have really put TaiModels to shame is out on the ramp, where we see the typical MK variety of GSE clutter, including a modest selection of beautifully-animated vehicles. There’s also a good smattering of fixed clutter, such as signposts, barriers, fences, lightpoles, gantries, etc. The entire airfield is terraformed and it looks amazing, to be fair. They’ve made the place look and feel like a bustling, working airport.

Moving onto the terminal’s landside areas, I’d say it’s a close call between the two rivals. Both have done well, however I’d chalk up another small victory for TaiModels because they actually put a train (albeit static) in the airport station. The tracks and station are modelled in MK’s… but it’s devoid of a train! Elsewhere, the landside detail is more similar than it is dissimilar but MK’s definitely seems to sit more naturally within the photogrammetry surroundings.

Now, let’s talk about that peripheral modelling I alluded to earlier…

What MK have chosen to model and what they’ve chosen not to bother with is a strange one for me. They’ve included the freight container storage area just to the south of the airport, but it’s a little less expansive than in the TaiModels scenery. There are also some AENA (the Spanish airport authority) trucks here that have ‘Alicante Elche Airport’ emblazoned across their sides, which I’m a bit dubious about. These suspected interlopers are also present at the (admittedly fantastically-modelled) cargo area on the west side. The fire station towards the airport’s northern end is fully modelled but the fire tenders that sit outside are default Asobo, which surprises me. I can only think that MK deemed custom models unnecessary, since this building is a bit more out-of-the-way than your typical airport fire station. Even so, I’d have expected custom models from a dev of MK’s calibre. The final piece of surrounding modelling I have to question is a cluster of default Asobo buildings that sit uncomfortably close to the runway, at the airfield’s northeast edge. A couple of them are very imposing and I’m guessing they’re much more discreet (or possibly don’t even exist) in reality. They really do look awkward and out-of-place, and I think MK would have been better simply doing away with them completely, if they didn’t intend to replace them with something more accurate and less intrusive. On a positive note, many roads in the airport’s vicinity have been modelled, and enhanced with signage, overpasses, parked vehicles and streetlights.

To wrap up, the night-lighting is outstanding, as is usually the case with FS2024-native scenery.

PERFORMANCE

MK’s latest airports have surprised me with their performance-to-detail ratio, in a very positive way. Rome and Düsseldorf are extremely intricate, yet run smoothly. Porto is more of the same; probably even better as it’s smaller and less busy that either Rome or Düsseldorf. Bear in mind however, that the playing field is possibly levelled by the fact that Porto is a PG area in the sim, following a recent City Update.

VERDICT

I’m confident saying MK’s version betters TaiModels’, despite not owning the latter. Sometimes, promo images are more than good enough to offer sufficient insight into a product’s quality, yet I’m happy to concede that the TaiModels scenery is superior in a couple of areas.

MK’s Porto is gorgeous, as I think the vast majority of us expected. But it’s not perfect; and I’d actually say parts of it are surprisingly atypical of Matt and his expert team. However the small list of cons is nowhere near enough to deter anyone from buying this scenery, and in spite of their recent rise to MSFS stardom, MK’s prices remain grounded and competitive.

As MSFS airports go, this is one of the best, particularly the content within the confines of the perimeter fence. It’s not a case of what I’d change (which is nothing, basically), but what I’d add or remove. The biggest disappointment for me is the cluster of default autogen buildings at the airport’s northeast corner, which is a real eyesore for arriving pilots who are unfortunate enough to roll out far enough to cop an eyeful (see last image). They really do need replacing or, at the very least, removing. The other complaints — e.g. the default fire tenders and missing train — are so minor as to not in any way affect immersion.

EDIT
Okay, after several flights, I’m noticing that AI traffic is vacating RWY35 but then disappearing right after receiving taxi to stand instructions (using BATC). In hindsight, I should’ve known this was occurring because the airport felt way too quiet on my first couple of arrivals (both early morning, when you’d expect a 17m pax airport to be at its busiest). When arrivals can’t get to stand and instead vanish, you sooner or later end up with a very quiet or even empty airport, as departures continue unabated. I did initially think the issue might lie with a certain taxiway but I’ve since witnessed cargo traffic doing the same and that vacates the opposite side. I have reported this (and the unsightly autogen close to the runway) on MK’s Discord.

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Good review. Since it’s my home airport and I have the 2020 version, will get it tonight before the first update.

I hope they can fix the problem with aircraft disappearing, as it’s a major bummer.

Looks really good.

Thank you for your comparison! I’ve had a good look at both scenery’s yesterday and its hard to decide which one takes it for me. A few area’s i’ve noticed differences:

  • Night lighting: Tai Models has blue lights at the edges of taxiways, yellow lights at different holding points, and red lights at the runway holding points. MK ground lighting is much more subtile.
  • Cargo Apron. Tai Models adds the DHL logo and a static DHL aircraft. Feels a bit more lively than the MK cargo apron (in the dark)
  • MK ground markings look newer, better textures I would say, but if you like the ‘worn’ look, Tai Models emphasises that a bit more, especially at the runway turnoff points.

You cant go wrong with both sceneries and the differences are pretty minor to me. Only the night lighting is very different. But from the few references I have checked it seems like MK took a more realistic approach, as I cant see the clear blue taxi outline lights in those videos.

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Definitely MK’s. The ground textures are actually pretty good and sufficiently worn. It’s also a bit cheaper, and you’re always guaranteed a steady stream of updates/improvements with MK. Later, I’ll put up some like-for-like images comparing the two, if you like?

I would also add that, in my opinion, the building and object textures in the MK Studios scenery look more realistic. In Taimodels, despite the weathering, they look less photoreal and sometimes a bit cartoonish.

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My system is really struggling with this new version. It’s really strange, from 39FPS at OLOD40 to 29 at OLOD50 whereas I could go to 200 with the 2020 version.

5800x3d, 7900xtx

I hear ya. One thing we never fail to agree on is this texture cleanliness/sterility, that causes some scenery to noticeably ‘pop out’ of its surroundings. TaiModels’ LPPR is no doubt nice, but the screenshots give me the impression that it doesn’t sit as snugly with the surroundings as MK’s. MK’s airports just fit so naturally.

With TaiModels’ being a little more expensive, I think it’s a hard sell, unless you want a better terminal interior and the landside train. I’m confident MK will fix AI aircraft not taxiing to stand after landing but that might be another area in which TaiModels currently do better?

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Has anyone experienced all navdata for LPPR to be gone with this version?
Was flying there last night in the Ini L1011 and there were no arrivals, departures or approaches listed in the GPS.
Tried loading in with the MSFS/Ini A330 and the same. No procedures, no approaches.
Removed the V2 and put my old V1 back and all the navdata was back

Weird. I was flying there in PMDG 737-700 and I had all the data I needed - RNAV 35 and ASPOR 6C STAR. I use Navigraph.

I did actually wonder about this as all approaches I’ve done so far have been visual/vectored, on BATC’s insistence. Good to know @mhron has full navdata as that pretty much confirms it’s nothing to do with the scenery.

You do certainly encounter some anomalies when using the free version of Simbrief, that require a bit of impromptu ‘management’ in the FMS!

Some people in this thread may be interested in mooching around the train platform and see what this chap is looking at.

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Too small to see from the image but I’m guessing it’s hints at future MK projects?

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Aye, presumably the next one.

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A good catch, lol!

Not so I’m afraid. It is the scenery for sure.

Problem arises with any aircraft that don’t use 3rd party Navdata llike Navigraph.
Any aircraft like the PMDG birds, Fenix etc, anything that uses the Navigraph navdata will be fine.

Try any of the default aircraft that use the in sim default navdata and I can guarantee you that there will be no navdata listed for any departures, approaches or arrivals.
The issue won’t manifest unless you are using an aircraft that relies on the default navdata from the sim.

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Okay. What about Simbrief (free version)? I’m not really clued up on how exactly these navdata mods interact with the sim. I’ve been flying the Fenix into LPPR and haven’t thus far been handed a specific approach (just visuals and vectors). I didn’t think much of it at first as the weather was fine but when I was given a visual with a relatively low cloudbase…

I guess a departure should be more telling.

Nothing really do with Simbrief, its just to do with aircraft using the default nav database.

The sim has a default nav data which all the default and some Inibuilds aircraft use (like the L1011). If you have 3rd party navdata from Navigraph it installs over the top of the default database and many 3rd party addon aircraft will use that (anything that uses the Navigraph updater).
Those aircraft will be unaffected because they are pulling their nav data from Navigraph instead of the default sim database.
So you can fly any SID, STAR or approach possible with no issue at all.

The problem is if you use any aircraft that has to use the default sim navdata, so think the Ini L1011, the default A320NEO, A321, A330, 737MAX, 747-8, 787, PC-12, PC-24, C208 etc then there seems to be a bug in the scenery that wipes all the nav data for Porto completely. So you won’t find any SIDs or STARs or approaches listed, just RW17 and RW35.
Pretty severe bug if you want to fly the RNAV 35 approach for example because now it doesn’t exist with the V2 scenery installed, you can’t even program it into the FMS.

You can see it by just loading up at Porto in any of the default MSFS24 aircraft, for example the A330 enter a flightplan from LPPR/LPPR and then try to select a departure or arrival and you will find nothing listed. You enter the flightplan manually or a simbrief one it won’t make any difference, the procedures and approach won’t load because the data doesn’t exist.

Again the issue is not going to show itself if you are flying the Fenix, PMDG or any other aircraft that take their nav data from Navigraph.

As soon as I removed the V2 scenery and put the original V1 scenery back in all of the nav data appeared again in the default aircraft.

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I’ve just checked and it has been reported on their Discord. No official reply from MK yet though.

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Right; so when I generate a real-world flightplan in Simbrief, who’s supplying the data? I was flying Fenix and couldn’t get any procedures to show — but I don’t have Navigraph. How the sim procures and uses navdata is something I’m pretty clueless about.

Haha no problem.

So MSFS24 comes with its own base navdata. Everybody has this installed its part of the core sim package.
Every airplane in the sim will default to use this navdata.

You can install Navigraph navdata. This will over-ride the default sim navdata for addon products set up to read it. This is where the Navigraph manager is used to install the navdata into the addons and keep it up to date.

Simbrief uses Navigraph navdata but on their server side. It doesn’t need to be installed in sim because Simbrief is reading that data from its own servers to generate its flightplans.
Simbrief generates its output based on current real world Navigraph data regardless of what is installed in the sim. It doesn’t care what navdata you have installed there.

In the case you mentioned with the Fenix and not having Navigraph…………..
Simbrief is as mentioned above independently from the sim data generating your flightplan based on the current real world AIRAC cycle.
Because you don’t have Navigraph navdata installed your sim and all aircraft in your sim are going to be using the default MSFS24 sim navdata.
That is why you didn’t see any procedures because your aircraft is using the default data which LPPRv2 is wiping out.

If you had Navigraph and updated the data in its hub for the Fenix, your Fenix would be using that data instead and this problem would not appear.

Hope that’s helped somewhat!

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