That problem happens when the ONBOARD_EXPOSURE setting is set too high in the respective \data\ ini file. To better match default content, use a vanilla AC without the shader patch, set it to use the kunos "natural" PP filter (which has minimum AE at 0.3), pick a kunos track at 10h under mi-clear weather (for a well-light scenario, but not the brightest possible), pick a comparable kunos car, launch the dev app (HDR App? the one that allows you to check current AE in realtime and allows you to set onboard exposure), position your car in a well illuminated place (as seen on your windscreen) were AE will have just changed to 0.3 (minimum).
Ensure you're at 100% exposition (PgUp/PgDn), FOV will also influence the AE, so you might set it temporarily at the default 56º so more cockpit on your screen affects AE -- ensure also that you're using the definitive driver view position on the cockpit cam.
This can also be done with the default filter, but beware that its minimum AE value is quite lower and under 0.28, so it might not be so optimum as a target.
Now pick your mod car and position it in the same place, and then lower the onboard_exposure value in the app until the AE at that track position is changed to the same or a closer value as the comparable kunos car at 0.3, so what you see outside of the world through the windscreen has a similar brightness (compare screenshots too). When you find the ideal value, just write it in the respective \data ini file. Then, finally compare it with the default filter that has a greater AE range, to see if values are still ok.
Overexposed cockpits usually suffer from this value being too high, because the AE is calculated on the whole screen and a dark toned cockpit will cause AE to raise aperture too much to acheive it's target avg value (high fovs on single screen with a smaller windscreen area being more affected). For this reason, the end-user must compensate it by reducing exposure with PgDn (this only affects AE calculations, so a on a filter with AE disabled PgUp/PgDn do nothing), this wouldn't be needed if the onboard exposure value in the mod is properly adjusted adjusted for auto AE. Btw,
@Weron323, I believe
@Patrik Marek was referring to correcting the onboard_exposure value, not just using page down to compensate it.
Until a certain update, the pp filter's AE was calculated in a smaller area that covered by the windscreen only, but that yebis function was removed from AC, so filters don't have a proper screen area defined in that section anymore (iirc the new shaders patch + sol restores a similar function).
Edit: Sorry, I'm not near my AC pc to tell you the exact app and ini file names.