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We catch up with Fly2High’s Lee and Ashton to talk about building high-quality airport scenery for the places most developers skip, from Tulsa and Birmingham to the upcoming Houston Hobby. We get honest about LOD performance, ground textures, marketplace delays, and why owning your own distribution platform can change how fast customers get updates.

•Fly2High’s origin story and how the team structure evolves
•Why mid-sized and niche airports matter for realistic route flying
•How airport selection shifts from reactive to planned roadmaps
•Ashton’s move from GSX work into marketing, coding, and strategy
•What LOD actually is and why it can tank performance
•How beta testing and workflow changes reduce post-release fixes
•Why Houston Hobby becomes a “new standard” project
•MSFS vs X-Plane market size and what that means for developers
•Console and Marketplace sales expectations versus PC users
•Why Fly2High launches its own app store for faster updates
•Creator discount codes, partner promos, and community growth
•How photogrammetry cleanup and custom clutter improve immersion
•A220 excitement and why it fits Fly2High airport operations
•How devs handle duplicate airport projects and coordination

Check out Fly2High: https://fly2high.net/


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