Howdy howdy!
Apologies for the unfinished release. Between work, school, and the multiple other projects I've got going on, I haven't found much time or energy to work on this in recent months. Figured I ought to at least put out something before SP2 comes out. I intended to at least iron out some issues present before posting this, but accidentally broke the Unity project :P
Regardless, thanks to all who showed interest and support for the project in previous months!
Changelog
Beta - 2/7/2026
- Published beta;
Beta - 7/1/2025
- Added remaining taxiway centerline markings;
- Added taxiway edge markings;
- Added hold markings; changes made to windsock count & placement;
- Added ATC;
- Changes made to airport base mesh;
- Changes made to mesh settings;
- Added glideslope lamps;
Beta - 6/25/2025
- Initial upload;
Overview
What started as a simple optimization update over a year ago has evolved into a full, from-scratch remake of the original Mikeska Airport. The new Mikeska Airport features a completely remade airport model and buildings (properly made in Blender rather than using SP assets), as well as much larger, procedurally-generated, high-resolution terrain made possible by World Machine! The old textures have been replaced by professionally-made 4k textures (courtesy of Poly Haven and the respective authors) and are layered using splatmaps exported from World Machine rather than being hand-painted onto the terrain.
As with the original, Mikeska Airport is named in homage to Jundroo developer Nathan Mikeska for his work on SP's modding tutorials and subreddit (and because I suck at naming things originally). The airport itself consists of three runways, six hangars, eight gates, and other miscellaneous airport infrastructure.
Navigation
To Mikeska
- From Wright: Heading 80°, 77nm.
- From Yeager: Heading 102°, 66nm.
- From Snowstone: Heading 127°, 93nm.
- From Maywar: Heading 47°, 52nm.
From Mikeska
- To Wright: Heading 260°, 77nm.
- To Yeager: Heading 282°, 66nm.
- To Snowstone: Heading 302°, 93nm.
- To Maywar: Heading 227°, 52nm.
Notes
- Navigation values are based on island origins & rounded to the nearest integer.
- Some airport infrastructure (namely gates and hangars) are configured for aircraft as large as a Boeing 747. Aircraft beyond these dimensions will likely still be able to takeoff, land, and taxi just fine, but may struggle/be unable to use other infrastructure.
Q&A
- Is this android compatible? Not for SP1.
- Will there be an android version? Not for SP1.
- Will there be trees/vegetation? It'll depend on SP2's performance. No trees for the SP1 version are planned.
Todo
Here's the current list of future plans for the project. Just because it's listed here doesn't automatically mean it'll get implemented, just that it's being considered.
- Port to SimplePlanes 2 (wishlist if you haven't already).
- Add neighboring city & road system.
- Add more structures around the island(s)
- Adjust some terminal gates to fit different aircraft.
Resources & Credits
World Machine: Terrain generation. If you're interested in making map plugins for SimplePlanes 2, you should check it out!
Poly Haven: Diffuse & Normal Map textures for terrain & buildings.
Valve: Diffuse textures for buildings (extracted from Half-Life 2).
BaconEggs: Reminding me to set color space to Linear (facepalm).
DeadlyDialga: Feedback; his British Airways 747-236B was used extensively as a sizing reference for the airport.
Mikeska Air Force Base
absolut cinema
Absolute Comeback
@TheFlightGuySP ok
At least i wont have to disable the v1 so i can visit both
@PZLAgencies It's a little bit offset from the original, but not far off
Is this in the same place as the original one?
Absolute Cinema ✋😐🤚