Interesting addendum, here's a logfile from the game working with the FOVmod disabled, this is a quick mission. Similar java error still happens, but the game works and I can fly.
[Sep 17, 2018 11:58:23 PM] ------------ BEGIN log session -------------
[11:58:23 PM] OpenGL provider: Opengl32.dll
[11:58:30 PM] OpenGL library:
[11:58:30 PM] Vendor: NVIDIA Corporation
[11:58:30 PM] Render: GeForce GTX 980 Ti/PCIe/SSE2
[11:58:30 PM] Version: 4.6.0 NVIDIA 397.64
[11:58:30 PM] Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:58:30 PM] Size: 1920x1080
[11:58:30 PM] ColorBits: 32
[11:58:30 PM] DepthBits: 24
[11:58:30 PM] StencilBits: 8
[11:58:30 PM] isDoubleBuffered: true
[11:58:30 PM]
[11:58:30 PM] *** Looking for Advanced CPU Instructions...
[11:58:30 PM] [x] PentiumPro
[11:58:30 PM] [x] Multimedia (MMX)
[11:58:30 PM] [x] 3D (SSE)
[11:58:30 PM] [x] 3D (SSE2)
[11:58:30 PM] [-] 3D (3DNow)
[11:58:30 PM] ColourBits 32, ABits 0, ZBits 24
[11:58:30 PM]
[11:58:30 PM] *** Looking for Render API Extensions ...
[11:58:30 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:58:30 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:58:30 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:58:30 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:58:30 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:58:30 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:58:30 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:58:30 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:58:30 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:58:30 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:58:30 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:58:30 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:58:30 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:58:30 PM]
[11:58:30 PM] Maximum texture size : 16384
[11:58:30 PM] Maximum simultaneous textures :4
[11:58:30 PM] MaxAnisotropic (1.0 = none) : 16.000000
[11:58:30 PM] 15 Splashscreens available.
[11:58:31 PM] BAT Version Info (from BAT.version file): IL-2 1946 · Battlefield-Airborne-Tactical · v3.4 · LINEBACKER
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:58:31 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
[11:58:33 PM] INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/JetSmoke.mat'
[11:58:33 PM] WARNING: object '3DO/Effects/TEXTURES/JetSmoke.mat' of class 'TMaterial' not loaded
[11:58:33 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:58:33 PM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:58:33 PM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:58:33 PM] INTERNAL ERROR: Texture required
[11:58:33 PM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:58:36 PM] No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
[11:58:36 PM] No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
[11:58:36 PM] No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
[11:58:36 PM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$A_26B'
[11:58:53 PM] Initializing DirectSound playback device...
[11:58:53 PM] Primary buffer created.
[11:58:53 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[11:58:53 PM] Not enought hardware buffers (0), hardware disabled
[11:58:53 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:58:53 PM] Default speaker config is : 1310724.
[11:58:53 PM] Direct sound audio device initialized successfully :
[11:58:53 PM] DX Version : 7
[11:58:53 PM] Hardware - disabled [buffers : 0]
[11:58:53 PM] Extensions - enabled :
[11:58:53 PM] EAX ver. 1 [ ] - disabled
[11:58:53 PM] EAX ver. 2 [ ] - disabled
[11:58:53 PM] EAX ver. 3 [ ] - disabled
[11:58:53 PM] I3D ver. 2 [ ] - disabled
[11:58:53 PM] ZoomFX [ ] - disabled
[11:58:53 PM] MacroFX [ ] - disabled
[11:58:53 PM] SIMD render [X]
[11:58:53 PM] num channels 32
[11:58:53 PM] Cannot open audio file samples/infinite 1
[11:58:53 PM]
[11:58:59 PM] Loading mission QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis...
[11:58:59 PM] Y=1940 / M=6 / H= 12 , Temperature - 0m = 39.0 .
[11:58:59 PM] Loading map.ini defined airfields:
[11:58:59 PM] Detected Vertex Shaders 3.0.
[11:58:59 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:58:59 PM] Vertex texture units: 32
[11:58:59 PM]
[11:59:02 PM] PBuffer: suitable formats: 12
[11:59:02 PM]
[11:59:02 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:59:02 PM] Depth = 24, stencil = 8
[11:59:02 PM] PBuffer: suitable formats: 12
[11:59:02 PM]
[11:59:02 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:59:02 PM] Depth = 24, stencil = 8
[11:59:03 PM] Loading vertex/fragment programs: *1266348064*
[11:59:03 PM] *** Loading: [vpFogFar2Tex2D]
[11:59:03 PM] *** Loading: [vpFog2Tex2DBlend]
[11:59:03 PM] *** Loading: [vpFogFar4Tex2D]
[11:59:03 PM] *** Loading: [vpFogFar8Tex2D]
[11:59:03 PM] *** Loading: [vpFogNoTex]
[11:59:03 PM] *** Loading: [vpFog4Tex2D]
[11:59:03 PM] *** Loading: [vpFog4Tex2D_UV2]
[11:59:03 PM] *** Loading: [vp4Tex2D]
[11:59:03 PM] *** Loading: [vp6Tex2D]
[11:59:03 PM] *** Loading: [vpTexUVTex2D]
[11:59:03 PM] *** Loading: [vpWaterGrid_NV]
[11:59:03 PM] *** Loading: [vpWaterSunLight_NV]
[11:59:03 PM] *** Loading: [vpWaterSunLight_ATI]
[11:59:03 PM] *** Loading: [vpWaterSunLight_FP]
[11:59:03 PM] *** Loading: [vpTreeSprite]
[11:59:03 PM] *** Loading: [vpTreeTrunk]
[11:59:03 PM] *** Loading: [vpVAObjectsN]
[11:59:03 PM] *** Loading: [vpVAObjectsL0]
[11:59:03 PM] *** Loading: [vpSprites]
[11:59:03 PM] *** Loading: [vpSimpleGL]
[11:59:03 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpSimpleGL]
[11:59:03 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpRiverCoastAA]
[11:59:03 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:59:03 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [vpWaterDM_CPU]
[11:59:03 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:59:03 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:59:03 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:59:03 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[11:59:03 PM] *** Loading: [fpWaterLFogDM]
[11:59:03 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:59:03 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:59:03 PM] Land2DText load failed: null
[11:59:03 PM] java.util.NoSuchElementException
[11:59:03 PM] at java.util.StringTokenizer.nextToken(Unknown Source)
[11:59:03 PM] at java.util.StringTokenizer.nextToken(Unknown Source)
[11:59:03 PM] at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
[11:59:03 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:879)
[11:59:03 PM] at com.maddox.il2.game.Mission._load(Mission.java:647)
[11:59:03 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[11:59:03 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[11:59:03 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:59:03 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:59:03 PM] at com.maddox.il2.game.Main.exec(Main.java:422)
[11:59:03 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:59:03 PM] Load bridges
[11:59:03 PM] Load static objects
[11:59:03 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[11:59:03 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[11:59:04 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[11:59:04 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[11:59:04 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[11:59:04 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[11:59:05 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[11:59:05 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[11:59:05 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[11:59:06 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:59:06 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:59:10 PM] ERROR file: File users/doe/Icons not found
[11:59:10 PM] Mission: QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis is Playing
[11:59:10 PM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[11:59:10 PM]
[11:59:11 PM] warning: no files : music/inflight
[Sep 17, 2018 11:59:21 PM] -------------- END log session -------------