Sadly, the previews don’t show any improvement. There’s been a lot of work on the “typologies” for things like cracks and patches, but nothing additional for markings. Seems like it’d be easy to implement considering what’s already being done.
Confirmed. Precision runway markings are still incorrect in FS2024. Textures look much better, but no attention to markings.
SBSL
All my approaches in the MSFS are feeling a bit strange compared with what I do in real life.
Now I understand why. That’s something that need to be serious addressed for a game called ‘flight simulator’.
I believe stock aimpoints in the sim are always at the 1000’ distance, which is standard in the US (perhaps a legacy from the old FSX code?). I’m not sure if the 2024 sdk supports manually moving them to whatever variable distance they’re set at airports outside the US, or if the AI can do it when it renders. I have a feeling you’ll find a lot of these are going to be incorrect, but it’s necessary to add them to a list of corrections!
This is a paid scenery from BLG, I believe. They placed the marking at the wrong position. This is up to BLG, not Asobo.
This is still true today, I am making a scenery for LETO (Europe) airport in MSFS2020 and I can’t change the position of those markings without changing the whole runway length (seems hardcoded distance from threshold).
Try adding white polygons instead. Just make a note of it so you can go back and change it if they ever allow aim points to be changed.
Indeed, as you pointed out, next best thing is to paint polygons manually ![]()
Runway markings at stock airports in the US are still incorrect after SU4. Threshold markings still have too few stripes for narrow runways, 500 foot touchdown markers are still incorrect, and runway numbers are still way too small.


