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Author Topic: UP3-Non gunsight view blacked out?  (Read 316 times)

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Trav

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  • Posts: 64
UP3-Non gunsight view blacked out?
« on: July 30, 2022, 08:31:27 AM »

Exit gunsight view and screen is black? Can still see the HUD though. Any ideas? As soon as i re-enter gunsight view it is back to normal.
Up3.4 on top of 4 12 2 GOG.
 Also running Newview.
Only occurs in UP3. (Also have BAT, VP Modpack, Ypack)
Have tried enabling and disabling cockpit add-ons and changing the install path.
Let me know if I have the wrong log.
Code: [Select]
[Jul 30, 2022 11:49:04 AM UTC -5] ------------ BEGIN log session -------------

[Jul 30, 2022 11:49:04 AM UTC -5] ----------- Switched to pipe mode ----------
[2022-07-30 11:49:04.166 UTC -5] dT:    0 Initializing Random Number Generator, Seed=457001364990005090
[2022-07-30 11:49:04.168 UTC -5] dT:    0 Using new TrackIR: false
[2022-07-30 11:49:04.184 UTC -5] dT:    0 OpenGL provider: Opengl32.dll
[2022-07-30 11:49:04.184 UTC -5] dT:    0 no GLU provider name available
[2022-07-30 11:49:04.362 UTC -5] dT:    0 OpenGL library:
[2022-07-30 11:49:04.362 UTC -5] dT:    0   Vendor: NVIDIA Corporation
[2022-07-30 11:49:04.362 UTC -5] dT:    0   Render: Quadro RTX 3000/PCIe/SSE2
[2022-07-30 11:49:04.362 UTC -5] dT:    0   Version: 4.6.0 NVIDIA 512.92
[2022-07-30 11:49:04.364 UTC -5] dT:    0   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_cl_event 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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_NV_memory_object_sparse 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_NV_timeline_semaphore GL_KHR_shader_subgroup 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_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_barycentric 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_memory_attachment GL_NV_mesh_shader 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_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering 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_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence 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_OVR_multiview GL_OVR_multiview2 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
[2022-07-30 11:49:04.364 UTC -5] dT:    0 Size: 1920x1080
[2022-07-30 11:49:04.364 UTC -5] dT:    0 ColorBits: 32
[2022-07-30 11:49:04.364 UTC -5] dT:    0 DepthBits: 24
[2022-07-30 11:49:04.364 UTC -5] dT:    0 StencilBits: 8
[2022-07-30 11:49:04.364 UTC -5] dT:    0 isDoubleBuffered: true
[2022-07-30 11:49:04.480 UTC -5] dT:    0 TrackIRWin create(), useNewTrackIR=false, createSuccess=true
[2022-07-30 11:49:04.493 UTC -5] dT:    0 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
[2022-07-30 11:49:04.496 UTC -5] dT:    0 Sound: Native library (build 1.1, target - P IV) loaded.
[2022-07-30 11:49:04.548 UTC -5] dT:    0
[2022-07-30 11:49:04.548 UTC -5] dT:    0 *** Looking for Advanced CPU Instructions...
[2022-07-30 11:49:04.548 UTC -5] dT:    0 [x] PentiumPro
[2022-07-30 11:49:04.548 UTC -5] dT:    0 [x] Multimedia (MMX)
[2022-07-30 11:49:04.548 UTC -5] dT:    0 [x] 3D (SSE2)
[2022-07-30 11:49:04.548 UTC -5] dT:    0 [x] 3D (SSE2)
[2022-07-30 11:49:04.548 UTC -5] dT:    0 [-] 3D (3DNow)
[2022-07-30 11:49:04.548 UTC -5] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2022-07-30 11:49:04.551 UTC -5] dT:    0
[2022-07-30 11:49:04.551 UTC -5] dT:    0 *** Looking for Render API Extensions ...
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2022-07-30 11:49:04.551 UTC -5] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2022-07-30 11:49:04.551 UTC -5] dT:    0
[2022-07-30 11:49:04.551 UTC -5] dT:    0 Maximum texture size : 32768
[2022-07-30 11:49:04.551 UTC -5] dT:    0 Maximum simultaneous textures :4
[2022-07-30 11:49:04.551 UTC -5] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2022-07-30 11:49:07.032 UTC -5] dT:    0 SAS Common Utils Game Version = 4.101
[2022-07-30 11:49:11.965 UTC -5] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2022-07-30 11:49:13.676 UTC -5] dT:   33 Initializing DirectSound playback device...
[2022-07-30 11:49:13.676 UTC -5] dT:    0 Primary buffer created.
[2022-07-30 11:49:13.676 UTC -5] dT:    0 Playback format is set : sampling rate = 44100, num channels = 2.
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Not enought hardware buffers (0), hardware disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Default speaker config is : 1310724.
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Direct sound audio device initialized successfully :
[2022-07-30 11:49:13.677 UTC -5] dT:    0 DX Version : 7
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Hardware    - disabled [buffers : 0]
[2022-07-30 11:49:13.677 UTC -5] dT:    0 Extensions  - enabled :
[2022-07-30 11:49:13.677 UTC -5] dT:    0   EAX ver. 1 [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0   EAX ver. 2 [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0   EAX ver. 3 [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0   I3D ver. 2 [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0   ZoomFX     [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0   MacroFX    [ ]  - disabled
[2022-07-30 11:49:13.677 UTC -5] dT:    0 SIMD render [X]
[2022-07-30 11:49:13.677 UTC -5] dT:    0 num channels 16
[2022-07-30 11:49:13.677 UTC -5] dT:    0
[2022-07-30 11:50:15.257 UTC -5] dT:  -33 Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
[2022-07-30 11:50:15.276 UTC -5] dT:    0 Loading mission.mis defined airfields...
[2022-07-30 11:50:15.282 UTC -5] dT:    0 Loaded camouflage: SUMMER
[2022-07-30 11:50:15.283 UTC -5] dT:    0 Loading map.ini defined airfields...
[2022-07-30 11:50:15.287 UTC -5] dT:    0 Detected Vertex Shaders 3.0.
[2022-07-30 11:50:15.287 UTC -5] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2022-07-30 11:50:15.287 UTC -5] dT:    0 Vertex texture units: 32
[2022-07-30 11:50:15.287 UTC -5] dT:    0
[2022-07-30 11:50:16.037 UTC -5] dT:    0 PBuffer: suitable formats: 12
[2022-07-30 11:50:16.037 UTC -5] dT:    0
[2022-07-30 11:50:16.041 UTC -5] dT:    0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[2022-07-30 11:50:16.041 UTC -5] dT:    0 Depth = 24, stencil = 8
[2022-07-30 11:50:16.147 UTC -5] dT:    0 PBuffer: suitable formats: 12
[2022-07-30 11:50:16.147 UTC -5] dT:    0
[2022-07-30 11:50:16.152 UTC -5] dT:    0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[2022-07-30 11:50:16.152 UTC -5] dT:    0 Depth = 24, stencil = 8
[2022-07-30 11:50:17.541 UTC -5] dT:    0 Loading vertex/fragment programs: *713960584*
[2022-07-30 11:50:17.541 UTC -5] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2022-07-30 11:50:17.541 UTC -5] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vpFogNoTex]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vpFog4Tex2D]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2022-07-30 11:50:17.542 UTC -5] dT:    0 *** Loading: [vp4Tex2D]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vp6Tex2D]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpTexUVTex2D]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpWaterGrid_NV]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2022-07-30 11:50:17.543 UTC -5] dT:    0 *** Loading: [vpTreeSprite]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [vpTreeTrunk]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [vpVAObjectsN]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [vpVAObjectsL0]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [vpSprites]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [vpSimpleGL]
[2022-07-30 11:50:17.544 UTC -5] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2022-07-30 11:50:17.545 UTC -5] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2022-07-30 11:50:17.545 UTC -5] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2022-07-30 11:50:17.545 UTC -5] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2022-07-30 11:50:17.545 UTC -5] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2022-07-30 11:50:17.545 UTC -5] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2022-07-30 11:50:17.546 UTC -5] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [fpSimpleGL]
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [fpRiverCoastAA]
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2022-07-30 11:50:17.547 UTC -5] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2022-07-30 11:50:17.548 UTC -5] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2022-07-30 11:50:17.548 UTC -5] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2022-07-30 11:50:17.548 UTC -5] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2022-07-30 11:50:17.548 UTC -5] dT:    0 *** Loading: [vpWaterDM_CPU]
[2022-07-30 11:50:17.549 UTC -5] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2022-07-30 11:50:17.549 UTC -5] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2022-07-30 11:50:17.549 UTC -5] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2022-07-30 11:50:17.549 UTC -5] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2022-07-30 11:50:17.550 UTC -5] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2022-07-30 11:50:17.550 UTC -5] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2022-07-30 11:50:17.550 UTC -5] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpWaterLFogDM]
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2022-07-30 11:50:17.551 UTC -5] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2022-07-30 11:50:17.552 UTC -5] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2022-07-30 11:50:17.552 UTC -5] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2022-07-30 11:50:17.552 UTC -5] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2022-07-30 11:50:17.552 UTC -5] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2022-07-30 11:50:17.702 UTC -5] dT:    0 Load bridges
[2022-07-30 11:50:17.789 UTC -5] dT:    0 Load static objects
[2022-07-30 11:50:19.576 UTC -5] dT:    0 Searching for missing resources...
[2022-07-30 11:50:19.576 UTC -5] dT:    0 Done!
[2022-07-30 11:50:19.852 UTC -5] dT:    0 Loading RRR objects resources data...
[2022-07-30 11:50:19.852 UTC -5] dT:    0 Done.
[2022-07-30 11:50:19.865 UTC -5] dT:    0 EventLog Pending Events Checker is running!
[2022-07-30 11:50:19.866 UTC -5] dT:    0 Mission: Quick/Crimea/CrimeaBlueNoneN00.mis is Playing
[2022-07-30 11:50:20.672 UTC -5] dT:   27 warning: no files : music/inflight
[2022-07-30 11:50:50.309 UTC -5] dT:  -27 Before GC, Memory: total(465305600) free(378889320)
[2022-07-30 11:50:51.143 UTC -5] dT:    0 After GC, Memory: total(465305600) free(404812104)
[2022-07-30 11:50:52.369 UTC -5] dT:    0 Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
[2022-07-30 11:50:52.371 UTC -5] dT:    0 Loading mission.mis defined airfields...
[2022-07-30 11:50:52.395 UTC -5] dT:    0 Loaded camouflage: SUMMER
[2022-07-30 11:50:52.396 UTC -5] dT:    0 Loading map.ini defined airfields...
[2022-07-30 11:50:52.396 UTC -5] dT:    0 WARNING: ObjectVACache_Clear()
[2022-07-30 11:50:52.396 UTC -5] dT:    0 WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
[2022-07-30 11:50:52.396 UTC -5] dT:    0 WARNING: * Buf1 : Obj: 288,  Vert 23431,  Ind 57906
[2022-07-30 11:50:52.398 UTC -5] dT:    0 WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
[2022-07-30 11:50:52.529 UTC -5] dT:    0 Load bridges
[2022-07-30 11:50:52.582 UTC -5] dT:    0 Load static objects
[2022-07-30 11:50:53.497 UTC -5] dT:    0 Searching for missing resources...
[2022-07-30 11:50:53.497 UTC -5] dT:    0 Done!
[2022-07-30 11:50:53.714 UTC -5] dT:    0 Loading RRR objects resources data...
[2022-07-30 11:50:53.714 UTC -5] dT:    0 Done.
[2022-07-30 11:50:53.717 UTC -5] dT:    0 Mission: Quick/Crimea/CrimeaBlueNoneN00.mis is Playing
[2022-07-30 11:50:54.531 UTC -5] dT:   27 warning: no files : music/inflight
[2022-07-30 11:50:57.508 UTC -5] dT:  -27 Before GC, Memory: total(465305600) free(398182368)
[2022-07-30 11:50:58.311 UTC -5] dT:    0 After GC, Memory: total(465305600) free(404727408)
[2022-07-30 11:51:14.031 UTC -5] dT:    0 Loading mission Quick/Crimea/CrimeaBlueNoneN00.mis...
[2022-07-30 11:51:14.032 UTC -5] dT:    0 Loading mission.mis defined airfields...
[2022-07-30 11:51:14.048 UTC -5] dT:    0 Loaded camouflage: SUMMER
[2022-07-30 11:51:14.048 UTC -5] dT:    0 Loading map.ini defined airfields...
[2022-07-30 11:51:14.048 UTC -5] dT:    0 WARNING: ObjectVACache_Clear()
[2022-07-30 11:51:14.048 UTC -5] dT:    0 WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
[2022-07-30 11:51:14.048 UTC -5] dT:    0 WARNING: * Buf1 : Obj: 183,  Vert 18413,  Ind 44253
[2022-07-30 11:51:14.049 UTC -5] dT:    0 WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
[2022-07-30 11:51:14.181 UTC -5] dT:    0 Load bridges
[2022-07-30 11:51:14.245 UTC -5] dT:    0 Load static objects
[2022-07-30 11:51:15.609 UTC -5] dT:    0 Searching for missing resources...
[2022-07-30 11:51:15.609 UTC -5] dT:    0 Done!
[2022-07-30 11:51:15.836 UTC -5] dT:    0 Loading RRR objects resources data...
[2022-07-30 11:51:15.836 UTC -5] dT:    0 Done.
[2022-07-30 11:51:15.844 UTC -5] dT:    0 Mission: Quick/Crimea/CrimeaBlueNoneN00.mis is Playing
[2022-07-30 11:51:16.650 UTC -5] dT:   27 warning: no files : music/inflight
[2022-07-30 11:51:44.842 UTC -5] dT:  939 Screenshot: MyScreenShots/2022.07.30 11-51-44.842.jpg
[2022-07-30 11:51:56.753 UTC -5] dT:  138 Screenshot: MyScreenShots/2022.07.30 11-51-56.753.jpg
[2022-07-30 11:52:16.210 UTC -5] dT:-1104 Before GC, Memory: total(465305600) free(401744312)
[2022-07-30 11:52:17.015 UTC -5] dT:    0 After GC, Memory: total(465305600) free(401743960)

[Jul 30, 2022 11:52:20 AM UTC -5] -------------- END log session -------------
Logged

Trav

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  • Offline Offline
  • Posts: 64
Re: UP3-Non gunsight view blacked out?
« Reply #1 on: July 30, 2022, 02:57:50 PM »

Resolved-fresh install, directory move, factory reset, enable all add-ns except cockpit add-in 5 and we're good to go! Seemed it needed a couple attempts to make it work..
Logged
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