There's nothing you can do, unless you know how to edit textures. We'll have a look at it to tone it a bit down.
The issue is, since KMEM has very large open areas, if we did it *exactly* as it is in real life, since the sim graphic engine is not photo realistic, it will look "bland", "dull" and "freeware-like": these are the comments we usually see from users when a developer do something which is otherwise perfectly fine and similar to reality.
So, we had to exaggerate some features, to make up for the missing feature of the graphic engine, and this is a method each and every developer out there use: ambient occlusion is set much higher than in reality, stain/marks are made stronger, ground sign use unrealistic pastel colors and far too much transparency, but those are just optical tricks to make up the lack of a more complex lighting model from the sim, something comparable to the latest game engines, which use PBR (Physically Based Rendering). We'll eventually getting there, in a few years, but for the time being, we must live with the tricks.