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Hangar & Aircraft

The Hangar is where you manage the aircraft you own. It is the fourth tab in the left sidebar. This guide also covers the wider aircraft system: the six classes, how renting and buying work, the runway rules that decide where you can land, and how to tell FS Kingpin which aircraft you are flying.

Hangar vs Showroom

There are two separate tabs, and it helps to know which does what:

Renting does not have its own tab. You rent automatically when you accept a mission in an aircraft you do not own (see the Missions guide).

The six aircraft classes

Every aircraft belongs to one of six classes. Higher classes carry more, fly faster and farther, and open up the bigger, more valuable missions, but each one unlocks later as you rank up.

ClassTypeUnlocks at
Class 1Light SingleLevel 1
Class 2Light TwinLevel 8
Class 3TurbopropLevel 16
Class 4Light JetLevel 22
Class 5Medium JetLevel 30
Class 6Heavy / AirlinerLevel 40

A mission is built for a class, and you need an aircraft of that class (or higher) to fly it, unless Free Skies is on. Your starter light single has no rental fee, so your first missions cost you nothing to fly.

Renting vs buying

Renting is pay-as-you-go. When you accept a mission in an aircraft you do not own, you pay that aircraft's rental fee for the run. It is the cheap way in early on, when you are only flying the odd mission.

Buying is the long game. You purchase an aircraft once in the Showroom and it is yours:

If you cannot cover a purchase outright, the bank in the Tablet offers a credit line that unlocks alongside each aircraft class. You can sell an aircraft back later for 60 percent of what you paid.

Buying an aircraft in the Showroom is the in-game purchase only. You still need that aircraft installed in MSFS 2024 to actually fly it, so check your MSFS hangar before you spend.

Runway requirements

Bigger aircraft need longer, better runways. This decides which airports an aircraft can use, and which mission destinations show up for it.

ClassMinimum runwaySurface
Light Single1,500 ftgrass or paved
Light Twin2,500 ftgrass or paved
Turboprop3,000 ftgrass or paved
Light Jet4,500 ftgrass or paved
Medium Jet6,500 ftpaved only
Heavy / Airliner7,500 ftpaved only

Some short-field specialists beat their class default. A few turboprops and light jets are set up to get into much shorter strips than the table suggests, which opens up backcountry airports a normal jet could never use.

Telling FS Kingpin which aircraft you are flying

FS Kingpin reads the aircraft you have loaded in MSFS and tries to match it to its catalogue. The Hangar shows one of three states:

Copy name copies the aircraft's title to your clipboard so you can paste it in the FS Kingpin Discord and ask for it to be added in a future update. To use it right away instead, hit + Create custom (or open the Showroom and create a custom aircraft). A "Detect from MSFS" button fills in the aircraft's title for you, then you set its class, cargo, speed and range. If you ever map the wrong entry, the Hangar lets you reassign or remove the mapping.

Map your aircraft once and FS Kingpin remembers it. Until an aircraft is recognised or mapped, it cannot be used for missions.

Managing your fleet

The Hangar lists every aircraft you own, with a card for each type. Each card shows:

You can sell an aircraft from its card for 60 percent of its price, as long as it is not in use, in repair, or loaded with cargo. Damaged aircraft repair on their own over time, and cannot be flown, dispatched, or sold until they are ready.

Travel and relocating aircraft

Two buttons sit at the top of the Hangar, and they do different things:

Travel needs cash. You cannot charter while you are in debt with no money to cover the fare.
The numbers in this guide reflect the current build and can shift with balance updates.