I certainly hope so!
There went a lot more man hours/computation power and CG hokuspokus into the late variant's cockpits.
For instance we were able to increase the computed light rays during the baking process by a factor of 10.
We've produced average 1500 targa files per cockpit which were composed into 350 psd files which were then arranged on the final FSX textures.
The shaders we used in Max are a heap more complex than those used on the early variants with a lot of tablet painting on blend maps (to get varying blends of paint and underlaying material, e.g. metal or bakelite, obviously most noticeable in the scratches but present throughout the mesh) and intensive post editing involved.
As a side effect of the baking process so to speak we were able to create high dynamic specular maps for the VC that you don't get too see all too often in FSX: painted surfaces, organic materials, bare metal parts all use their unique sheen/shine/hotspot values which also take into account ambient occlusion (parts occupied by other stuff aren't as shiney as parts exposed to direct light. You really gotta see that in motion while kicking the plane around the sky.
Getting the lighting right was probably the most challenging part as we're working mostly in the dark grey/black ranges (basically working with the Luftwaffe colors RLM 66 and 22 for the most part) but I'm quite satisfied how it all turns out. I'm really looking forward to update the early variants accordingly.