I think you`re quiet right there Ola. The resolution is high 4096x4096 , nevertheles the definition is low. Its just an enlarged version of the 2048x2048 version. Its logic to think that will result in a model showing the same in the sim in both resolutions. BUT thats not the fact it even shows worse. I have to explain that with a little example. Try this. Make a texture 100x100 and draw a single line on it ( without antialiasing) , you`ll have a straight line of exact one pixel wide. Now enlage this texture to 200x200 and see what happens. Your sharp one pixel wide line show up as a THREE pixel wide vage line , one sharp one in the middle and two lighter ones. When such thing happens on a paint for a plane this line will show vage, lighter in color and wider then the same used with the low res sheet. An antialiased three pixels wide diagonal line on the 2048 version will and up as an EIGHT !!! pixel wide line on the 4096 version. In other words enlarging a picture (ANY picture) degrades its quality , the same goes for shrinking a texture. Try shrinking a one pixel wide red line , shrinked it will be less red and still one pixel wide naturally. Offering a set of textures wich simply has been enlaged , advertising it as a high resolution textureset is mere nonsense. OK you can add text, logos,signs etc to it in a high resolution , the base texture still is garbage. ( as I explaned even giving a lower result than the low res texure-set. The fact we can make slim platelines showing like real platelines instead of finger-wide grooves is simply ignored. And yes , a simple set of "blanks" has not much to do with a decent paintkit. A real paint kit has layers and should enable us to regulate the intensety and sharpness op lines, dirt , remove and relocate things like signs, hatches etc. Many developers have still a lot to learn about the whereabouts of (re-) painting. Leen PS Making a complete new paintkit (with speculars and normals) in a higher resolution takes more time than making dozens of liveries , I experienced at McPhatstudios. This implicates offering us real high res textures/paintkits means a huge investment in time/money for a developer. I really do not think we can expect a developer doing that for us without an extra fee. Better said I really think there are to few painters willing to pay extra just for the sake of some additional liveries. AND every painter is free to do that job himself. In future I expect all main texturesets to be developed in 4K.