well the proplem is still there
this is my last section of the log file
flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1
Loading mission QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis...
Loaded camouflage: SUMMER
Month = 6 , Hour = 12
Temperature - 0m = 15.0 .
Temperature - 1000m = 8.51001 .
Temperature - 2000m = 2.019989 .
Temperature - 3000m = -4.470001 .
Temperature - 4000m = -10.959991 .
Temperature - 5000m = -17.449997 .
Temperature - 6000m = -23.940002 .
Temperature - 7000m = -30.429993 .
Temperature - 8000m = -36.92 .
Temperature - 9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 6
Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 6
Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *1300205720*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
Load static objects
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/French/rubble_block/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/46/ATTrench1_W/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
sFMDir = ki-177_fm
s1 = flightmodels/ki-177tbp.emd
s = FlightModels/Ki-177TBP:Ki-177_FM.emd
m_lastFMFile = gui/game/buttons
getting fm file ki-177_fm
sFMDir = ki-177_fm
s1 = flightmodels/jumo004.emd
s = FlightModels/Jumo004:Ki-177_FM.emd
m_lastFMFile = ki-177_fm
Hook '_MGUN05' NOT found in mesh of class com.maddox.il2.objects.air.KI_177
Hook '_MGUN06' NOT found in mesh of class com.maddox.il2.objects.air.KI_177
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Hydraulics.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Frames.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Seat.tga'
Mission: QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop2_D0'
warning: no files : music/inflight
[26.07.2014 18:31:04] -------------- END log session -------------