Sorry for my delay Packet.
About this problem on the pic: Try to increase multiplier of the sky from atpmosphere section (sky lighting is weak and coronas have preponderance), also 55 Light sprite size from other section should be 1.000 during sunny weathers.
Now it's time for Other section, i want to mention that this section is "almost"about the sky:
1,2,3. Red Green Blue Saturate Top Clouds - Colors and brightness of the fluffy clouds.
4. - It's unknown to me, doesn't have visible results.
5.Azimuth Height - The height of horizont, lower values more height and reverse.
6.Brightness Sky - The brightness of the horizont if this is lower than 100/200 Azimuth Height will not work and the horizont colors too.
7,8. - Unknown to me, doesn't have visible results.
9,10,11.Red Green Blue Saturate Bottom Clouds - Colors of the all dark clouds, higher values make them brighter and increase the reflection of them on the ground, also these values seems like influence of all clouds without the colors.
12,13.Dark top and bottom clouds - Correct.
14.Cloud Brightness - The brightness of Dark top and bottom clouds and of some other clouds.
15,16. Cloud Adjust 1,2 - The presence of some clouds, almost invisible result.
17.Cloud Density - The density of some fluffy clouds, almost invisible result.
18. DeAlpha Noise Top Clouds - I call this the blur of the dark clouds, lower values make blurred dark clouds.
19. DeAlpha Noise Bottom Clouds - This control the transparent fluffy clouds, it's very useful during nights because you can make milky way effect.
20.Cloud cover variable - The presence of some fluffy clouds and the variable of them (on this minute there is a cloud, on the next he's gone).
21. - It's unknown to me.
22.DeDensity clouds - This control the height of the clouds, 0 value will put them on the horizont.
23.DeDensity clouds 2 - The presence of the fluffy clouds, higher values less clouds and reverse.
24.Cloud cover variable - The variable of the fluffy clouds.
25.Brightness top sky - The brightness of almost all couds also the presence of almost all clouds.
26.Cloud cover adjust - Higher values make fluffy clouds more patchy and lower values can make all fluffy clouds like one.
27,28,29.Top Cloud R,G,B - Brightness and reflection on the ground of the fluffy clouds but I'm not sure about the colors.
30.- It's unknown to me.
31,32,33,- R,G,B of the sun and the halo around the sun, higher values = brighter, but not reflection
34.- Brightness of some clouds around the sun almost invisible results.
35. Cloud speed - The clouds in GTA IV doesn't move in some direction, this's the speed of the variable magnitude.
36.Star intensity - Higher values make the stars more vivid.
37.Star contrast - The presence of the stars, higher values less stars and reverse.
38. - Some values of the moon.
39,40,41. RGB of the moon, higher values = brighter.
42.- The halo of the moon.
43,44,45. - Some values of the moon, unknown to me.
46. Sun contrast - Higher value make the sun more visible and make stronger reflection of the sun on the ground and on the water.
47. Reverse value of the sun visibility.
48,49,50,51,52. - It's unknown to me.
53.Water reflection - The sky and el. coronas reflection on the water.
54. Glow lights size - Higher value make the flame and the sparks more bright, lower values make them invisible.
55.Light sprite size - The size of the el. lights coronas.
56.Brightness sky - Higher values make the sky and all sky sources more bright, increse the reflection of the horizont on the smooth surfaces (cars, water ...), make the far ditsance objects (skyscrapers) darker, lower values make the sky like in a horror movie.
57.Dark shadows - This control the shadow parts of the buildings, under bridges ... etc, higher values make the top of the buildings darker.
58.Secular peds - The reflection on the peds.
58. Far sprite size - This work only at 11PM and 12 PM, the visibility of the fake el. coronas in the far distance.
59. - The size and brightness of the fake el. coronas in the far distance.
60. - Higher values make peds darker.
And here is a Atmosphere and Visualeffects sections:
Ambient 0 = colors of all horizontal surfaces (without the el. lights surfaces) and colors of the shadows, more multiplier = more brighter and sharper and reverse.
Ambient 1 = colors of all vertical objects multiplier is same as Ambient 0.
Direct color = the color of the sun light, the light amount on horizontal, vertical surfaces, sun flares on ground and shadows if multiplier is 0 = no shadows, no sun flares on the ground.
Cloud Low Color, Cloud Bottom Color = These two parametres has no visible effect but for sure doesn't control the clouds.
size = doesn't have visible effect.
bright = amount of el. light coronas wink.gif, the size of them is in Other section 55 Light sprite size.
multiplier = amount of sun flares on the smooth surfaces.
Global multiplier = colour saturation of the western horizont wink.gif but 6 Brightness sky from other section must be over 150-200.
Top color = Amount of the fog
Bottom color = color of the fog also the color of not so far objcets.
multiplier = brightness/dark of the sky and sky sources, also more multiplier more sky reflection on the water, ground ... on everything.
color = color of the water.
Refl from water = colour saturation of eastern horizont and colour saturation of the far objects (buildings roads ... etc) but 6 Brightness sky from other section must be over 150-200.
transparent = transparent of the water.
Visual effects section:
Desaturation - This's color saturation of all near objects but have a little influence on the sky horizont saturation.
Desaturation far - Color saturation of all far objects especially of the sky and have a little influence on the near colors.
Contrast and Contrast far - These two doesn't have visible results, maybe they have in combination with some other effects.
Gamma - Higher values makes everything darker especially the shadow areas and lower values makes everything brighter especially the fog and el. lights spaces.
Gamma far - Higher values improve sky brightness, water reflection, sky sources reflection, el. lights sources in the far, sun flares on smooth surfaces but also makes glare surfaces, invisible el. light coronas, invisible fog.
Mid Grey Value - Higher values makes everything brighter, all bright surfaces to bleed out their lights, in correct combination with Gamma far you can make fake bloom on bright/el. light surfaces.
Intensity Bloom - This's correct, everyone know what is bloom.
Temperature - This doesn't have visible result but I think that this have a little influence on the handling of the vehicles.
Exposure - This's for all bright/el. light surfaces and influnce on whole brightness/dark.
Particle HDR - This control saturation of the far distance buildings and have little influence of the eastern horizont color saturation but 6 Brightness sky from other section must be over 150-200.
Min - The minimum value of the luminosity spaces, higher values makes everything darker, lower values makes everything brighter and bright (el. lights, windows, sidewalks ...) spaces become glare.
Max - This should be the max. value of the luminosity, but doesn't have visible results.
Delay - Adaptation time of the camera to bright surfaces, example: when the camera is on shadow space then very fast is on bright space.
Far clip - Horizont view, also have little influence of the fog distance.
Fog start - Correct.
Sprite size - Color saturation of the western horizont but 6 Brightness sky from other section must be over 150-200.
BP Threshold - This doesn't have visible effect but I think that have influence of the dark spaces during nighttime.
Ambient occlusion scaller - Color saturation of the south and north horizonts also influence of the western horizont but 6 Brightness sky from other section must be over 150-200.
Global Reflection - Correct, reflection value of everything, especially of the objects and light windows.
Aditional Sky Options area: RGB of the sky and horizont (but 6 Brightness sky from other section must be over 150-200), also the color of the sky reflection on the ground especially on smooth surfaces - cars, windows, water, sidewalks ...
Depth FX area - Control the interaction between the sun light and bloom effect, also prevent the glare surfaces, if this's enabled, effects like
Gamma far, Mid grey value, exposure and Luminosity will not work so good.