Twentyfive Mile Lake & Limber Lake | Detailed Alaska Airstrips Pack

Note: This was a WIP thread for a scenery that has now been released. It is now used as a community post thread for Twentyfive Mile & Limber Lake!

Check out the official release thread (Future updates will be announced here):

Welcome to Twentyfive Mile Lake!
But we cant talk about Twentyfive Mile Lake without talking about…

Limber Lake
These two backcountry airstrips are just 1 mi (1.6 km) apart and 10.5 mi (16.9 km) from my recently released payware: Fort Crosby. The total coverage area is going to be right around 5.6 sq mi (9 sq km).

They currently feature 30cm/px aerial imagery, extensive hand-terraforming at both airstrips, as well as the normal suite of vegetation and objects in Emerald Object Library.

Both runways are sloped with 25mi Lake being the more tame and gradual of the two and Limber Lake having a much more abrupt change in elevation at the Northern end of the Runway. You can have a quick look at the Twentyfive Mile Lake in the following video:

Overall, the majority of both airstrips are complete, only needing some additional clutter detail and dynamic features added. I am currently half way through the modeling process with nearly all assets currently placed in-sim for Limber Lake. Twenty Five Mile Lake is entering into the modeling phase, with some of the buildings shown in the video only being placeholder for now.

These airstrips will also feature several dynamic objects throughout the scenery as with nearly all Emerald Scenery Design addons (Coming later on in the development process).

But until then, enjoy the latest WIP screenshots of Limber Lake!


It’s been a little while since my last dev update for this project.

What was supposed to be a speed-run project has had it’s priorities changed. This will become apparent as to why likely within the next few months. I have been mostly working on R&D for Emerald Object Library over the last several weeks. I have been creating several new models for the project, have new animals integrated and walking around on worldscript paths, and have begun modeling several more cabins for the scenery. This will likely take me a few weeks as it did last time. So, we are in that part of the project where there isn’t a ton to share visually at the moment.

However, I did publish a 46 minute video yesterday exploring the WIP scenery and it’s current features in the CowanSim 500E. You can check that video out below (timestamps in the description). I’ll be back with another dev update once I have some more progress to share on the modeling-front!


I just finished up painting the final Cabin model out of the batch yesterday. I think I’m going to have a few more simple models to create, but for the most part, I believe the majority of the modeling for this project is now done!

After this stretch, I’m definitely ready to get back into the sim and do some more designing. Need some visual progress to make me feel like I’m actually making some real progress (even though I know I still am).

Hopefully I’ll have something to show in-sim this week! Until then, here’s how all the models turned out!

[4K Version Here]

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Since the last update, I’ve been working hard to put the finishing touches on this scenery and get it ready for testing. And I’m excited to announce that as of two days ago, my beta team received their first copy of the scenery!

I have once again reached that stage of the project where I am just taking care of little items. Focusing on final optimization, and anything else I want to get out in the next Emerald Object Library update.

At this point the scenery is pretty much feature complete. All cabins, clutter, vegetation, dynamic objects and VFX have been placed. I have also taken the time to redo my legacy dock models (which were brought over from FSX and “converted” to PBR with Materialize). They now look a lot better and some of the pieces are actually much lighter on performance that the old models. I also played around with instancing mesh for the tires on a few of the dock models as I had never done if before, always being under the impression that is didn’t work in Blender with the MSFS exporter, but that seems to be false knowledge now, because it definitely does! Maybe something I can use some more in the future once I figure my way more around the when and when not to use it part.

While I was thinking about redoing the docks, I also started thinking of a way to add a bit more to the water part of the scene. I got the idea to do some Lilly Pads, but wasn’t sure how they would turn out. I opted to do them as 2D planes over an area of about 10 meters in each group. Then just raised them a little to prevent clipping with the water up close. I was concerned that they may flicker at a distance as 2D planes have done in the past, but It seems that the z-sorting over water must be either different or it’s just better in general than it was last time I tried it, because I havent ran into any clipping or flickering except for when the 3D waves start to kick in, which was expected anyways. Though, being closer to the shoreline, they still are not effected too bad.

I do wish I could hide that spacing above the water a little more. I have shadows completely disabled for them, both on the material and in-sim, but I think it’s the screen space reflections doing the effect more than anything (Unless the no shadow option just doesn’t work).

As I did in the Fort Crosby scenery, I also brought back 3D snow on airstrip building roofs. Though, I have set up the material a little differently now. I use the same base layer of snow that I used before, however I have also now added a detail layer on top to get much higher resolution snow. This allowed me to lower the resolution of the base layer of snow, so that even with the new detail texture, it’s using less texture memory overall. I will likely rework Fort Crosby’s material in the next update as well to take advantage of this.

I opted not to do icicles this time around as they are pretty heavy geometry. If I do them again in the future, I think I want to try a new approach. I also just didn’t really want them on the buildings this time around.

Anyways, that pretty much wraps it up for this project. While testing is ongoing, I’ll be tying things up on my end and starting on the walkthough and trailer videos likely next week. I’m really hoping to have this one released to PC and Xbox by the end of the month, as long as testing goes smoothly.

Until then, here are a few more shots focused around Safari Lake (Only the first one, plus the Beaver shot above) and the Twentyfive Mile Lake airstrip!


The trailer has arrived! This one was a fun one to make. Short and to the point as it debuted during National eSTOL yesterday!


Twentyfive Mile & Limber Lake is now available on the ESD website for $11.99 USD! It is also available on Marketplace for PC & Xbox!

You can follow the official MSFS release thread here (Where future updates will be posted):

The product page can be found here:

Thanks for following along during the development of these airstrips!
Feel free to use this thread for any further discussion on Twentyfive Mile & Limber Lake!

(And don’t forget to grab the latest version of Emerald Object Library!)

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Lovely and peaceful scenery :heart:

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