@shdkd The current mobile version 'artificially' brightens the night lighting. This has numerous reasons, but the top two are, that mobile displays vary extremely how bright they are, especially if they heat up. Also another reason is that most users prefer an artificially bright night lighting so that they see more even if in reality you don't.
That being said, we are evaluating an overall 'brightness' setting for users so everyone can adjust the brightness to their personal taste.
Hi IPACS team,
Just to confirm my understanding: When you mention an "overall 'brightness' setting", is this:
1. A display-level adjustment (like reducing phone brightness where everything darkens uniformly), or
2. A render pipeline adjustment implementing physically-based night lighting? (e.g., modifying core calculations like material shaders and environment lighting parameters for separate day/night responses).
The reason I ask: Even when I lower my device's brightness, aircraft surfaces still appear unnaturally bright at night. This indicates the issue likely stems from:
Material shaders not adapting to low-light conditions
Lighting parameters not calculating proper nighttime physics
That said, I'm truly excited for any improvements! Thank you for actively valuing player feedback!