Unfortunately no joy so far. I have tried all kinds of settings (including skylla's) and "not settings". The "Time overflow" freezes remain and have no trigger I can identify. The timing is random but it does not take long, less than a minute. Sometimes they are stutter, most of the times call for ctrl+alt+del to exit and kill the game.
I am running on Win11 by now, is there something to be aware of on that front?
Here's a complete log until a freeze. No idea if there's anything of value in it.
[May 6, 2024 2:34:36 PM UTC +2] ------------ BEGIN log session -------------
[May 6, 2024 2:34:36 PM UTC +2] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: ATI Technologies Inc.
Render: AMD Radeon RX 6700 XT
Version: 4.6.0 Compatibility Profile Context 24.4.1.240409
Extensions: GL_ATI_fragment_shader GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_AMD_debug_output GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_AMD_conservative_depth GL_AMD_seamless_cubemap_per_texture GL_AMD_texture_cube_map_array GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_query_lod GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_ES3_1_compatibility GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_ES3_2_compatibility GL_ARB_gpu_shader_int64 GL_ARB_parallel_shader_compile GL_ARB_post_depth_coverage GL_ARB_sample_locations GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_ARB_gl_spirv GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_KHR_shader_subgroup GL_EXT_nonuniform_qualifier GL_NV_timeline_semaphore
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, 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 32
Cannot open audio file samples/infinite 1
1>mp_dotrange FRIENDLY DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
Friendly Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>mp_dotrange FOE DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
Foe Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
ALTICON 0.1 km
ALTCOLOR None
ALTSYMBOL +
1>timeout 60000 file il2stab.rcu
Loading mission QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis...
Y=1940 / M=6 / H= 14 , Temperature - 0m = 24.0 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 40
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 40
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *706948744*
*** 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]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/chiatta_piena/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/rimorchiatoreP/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/Chiatta_cava/live.sim)
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Time overflow (79): speed 0.09453285
I notice this one at the beginning - but I have no idea if it even means something...
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.