That's not a UFO shadow, there's no such thing. It's a problem of long polygons and the logarithmic depth buffer we need to use for rendering. We have a couple of solutions, none of which is ideal though.
Anyway, you can help it by tesselating the model better, so that there are no triangle edges longer than say 0.5m.
I call bs... I mean a tank with thousands of polygons and like 11k meshes doesent have a problem... and if I have an object with 100-200 polys and one of its polygon has 0.51m it will affect even the ones that have under 0.5... I mean I was looking at something with 0.2m and that shadow thingy pop'd up again... I was so furious
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So basically I would need to increase the iterations for all polys to be less than 0.5.
I mean you can see in what direction the sun is making things shade and look at those ugly shadows from nowhere :
The point that I'm making, do you think this issue will be solved in 3-4 years by the engine? ( and by that I mean the programmers of Outerra )
Cause I would really prefer if I can make as much as I can a low poly environment and invest more polygons in to the NPC's , characters , and other customisations that need detail and the player stares at them a longer time, then a piece of tree, building and any other material that can be made out of just a few polys.
So what do you think?