No need to pay for a program. You already have it in MSFS 2024. Just ask AI to give you instructions on how to do it. Example: Request: "Show very detailed instruction on how to place a static object using freeware object libraries in MSFS 2024" Reply: ---- You’re basically trying to do what every scenery tweaker wants: drop a nice static object from a freeware library exactly where you want it in MSFS 2024, and have it show up reliably. Here’s a full, end‑to‑end workflow—from installing the library to placing the object and building your package. 01Install the freeware object library correctlyFoundation MSFS 2024 only sees objects that are inside properly structured packages mounted via the Community folder. Place the library folder into your MSFS 2024\Community directory Download the freeware object library (usually from flightsim.to or a forum link) Unzip it and check that the top-level folder contains manifest.json and layout.json Copy that entire folder into your Community folder (not inside another add-on) Restart MSFS 2024 if it was running so the package is mounted by the Virtual File System 02Enable Developer Mode in MSFS 2024Developer Mode unlocks the in-sim SDK tools, including the Scenery Editor you’ll use to place objects. Main menu → Options → General → Developers → Developer Mode = ON From the main menu, open Options → General Go to the Developers tab Turn Developer Mode to ON A small Dev Mode menu bar will appear at the top of the screen 03Create a new scenery projectProject Setup All placed objects must live inside a scenery package (project) so they can be built and loaded as an add-on. Dev Mode menu → Project Editor → File → New Project Start a flight near the area where you want to place the object On the Dev Mode bar, click Project Editor In Project Editor, choose File → New Project Enter a Project Name (e.g., my-static-objects) Set a Project Folder (a working folder outside Community, e.g., D:\MSFS_Projects\my-static-objects) Click Create and then Open in Editor if prompted 04Add a scenery package and asset groupYour project needs a scenery package with a scenery asset group where the placed objects will be stored. Project Editor → New Package → Add Asset Group → Type: Scenery In Project Editor, click New Package (or edit the default one created) Give the package a name (e.g., my-static-objects-scenery) Set Content Type to Scenery Click Add Asset Group Choose Type: Scenery Set a Title (e.g., my_static_objects_area) Set a Folder (e.g., scenery\my_static_objects_area) Click Create and then Save the project (Ctrl+S in Project Editor) 05Open the Scenery Editor for your packageThe Scenery Editor is where you visually place and manipulate objects in the world. Dev Mode menu → Scenery Editor → Load your scenery asset group On the Dev Mode bar, click Scenery Editor If prompted, select your scenery asset group from the list The Scenery Editor window appears, usually docked on the left/right Ensure your scenery package is active (checkbox ticked) in the Scenery Editor content list 06Move the camera to your placement locationYou want the camera roughly over the spot where the static object will go before placing it. Use normal sim controls to fly or slew to the target area You can use Drone Camera for precise positioning In the Scenery Editor, enable Developer Camera if you prefer (View menu) Zoom in until you clearly see the ground reference where the object should sit 07Locate the freeware library objects in the Objects listKey Step Freeware library models appear as scenery objects under their package name in the Objects window. Scenery Editor → Objects window → Filter or scroll to the library package In the Scenery Editor, open the Objects window (if hidden, enable it from the editor’s View menu) Set Object Type to Scenery Objects Use the search/filter box to type part of the library name or object name Hover an object entry: the tooltip or properties will show the Package it comes from (e.g., the freeware library’s package name) Confirm you’re seeing objects from the intended third-party library, not just default Asobo assets 08Activate one-click placing or Add modeYou can either click once per object placement or use the Add button and then click in the world. In the Objects window, select the desired object from the list Option 1: Click Add to enter placement mode, then click in the world where you want it Option 2: Enable One-Click Placing (if available) so each click in the world drops an instance Make sure Snap To Ground is enabled in the object properties so it sits on terrain by default 09Place the static object in the worldThis is the actual drop of the object instance into your scenery asset group. With the object selected and placement mode active, move the mouse over the terrain Left-click to place the object at the cursor location The object appears and is also listed in the Scenery Contents List for your package If you misplace it, you can undo (Ctrl+Z) or select and delete it 10Adjust position, rotation, and scale preciselyUse the gizmos to fine-tune the object’s location, heading, and size for a realistic fit. Select the placed object in the world or from the Content List Use the Translate Gizmo (arrows) to nudge it along X/Y/Z Use the Rotation Gizmo to align it with roads, buildings, or other references Use the Scale Gizmo if appropriate (some objects scale well, others may not) In the Properties panel, verify Snap To Ground is on; disable it if you need to float or sink the object slightly Optionally click Assign Instance ID if you need a unique GUID for scripting or missions 11Verify the object’s source package and dependenciesLicensing Awareness Before publishing, you must know which package the object comes from to respect licensing and dependencies. With the object selected, check the Package field in the Properties panel Confirm it shows the freeware library’s package name, not some other add-on Note this package name for your documentation/readme (users must install that library) If you plan to upload your scenery, ensure the library’s license allows referencing its objects (most do) but not redistributing its files 12Save, build, and test your scenery packageFinalization Building the package compiles your placed objects into a redistributable scenery add-on. Project Editor → Build All → Copy built package to Community (if needed) In Scenery Editor, click Save Scenery (disk icon) to write changes to your project files In Project Editor, click Save to ensure the project and package definitions are updated Click Build All (or build your specific package) and wait for the build to complete The compiled package appears in your project’s Packages or Packages\Community folder If necessary, copy that built package into your main MSFS 2024 Community folder Restart the sim or reload the project, then load a normal flight at the location and confirm the static object appears as expected 13Document the required freeware library for usersIf you share your scenery, users must know they need the same object library installed. In your scenery’s readme or product page, list the freeware object library as a required dependency Include the exact package name and a download link (e.g., flightsim.to page) Clarify that you do not include the library’s files—users must download and install it separately Optionally mention that objects are used as static scenery only (no simulation/physics) so users know what to expect In practice, once you’ve done this once or twice, the “flow” becomes: Install library → confirm it mounts in Community Create/update your scenery project → open Scenery Editor Pick object from the library’s package → drop, tweak, save Build package → test in a normal flight → publish with clear dependency notes