Since I had a look into the shaders I also extended the drawing distance for fading objects.   The modified object shaders: Update V1.1: fixed incorrect calculation of object distances outside the view center. sf2_extfadingdistance_shaders_v1.1.zip   -Copy the shader files (*.fx) into the Terrains\<terrain> folder. -Adjust the variables fadeStartDistance and fadeLength to your likings in the follwing code section of both shader files: float fade_with_distance(float FadeDist) {     float fade_alpha = 1.0;          //mue: distance at which the object still has alpha = 1.0 (full opaque)     const float fadeStartDistance = 16000.0;    //in meters          //mue: fadeStartDistance + fadeLength = distance at which the object has alpha = 0.0 (full transparent)     const float fadeLength = 3000.0;            //in meters          const float fd = FadeDist - fadeStartDistance;     if (fd > 0.0)     {         fade_alpha = clamp(0.0, 1.0, 1.0 - (fd / fadeLength));     }     return (fade_alpha); } -Set in flightengine.ini DetailMeshSize so that  (fadeStartDistance + fadeLength) / terrain_tile_size < DetailMeshSize -Set in options.ini ObjectsFade=false   -Enjoy your flight!