First Suggestion: Something in BeamNG I thought has been lacking since the introduction of AI systems is police. While its cool to turn the AI to "Flee" and spawn a police car and supercharged v10 and see those lights go into the distance, the player experience of being a cop has its flaws. For one, a system can be implemented where if a car with police interior equipment in it (this can be the indicator if not already that something is classified as a police car) gets behind an AI car for a certain period of time with its lights on (maybe with blips of the siren) the AI car can cautiously merge to the next available shoulder or if it cant, turn on its hazards and gradually slow down in the furthermost lane. That part is the only one I am not sure about. Other AI cars can also move over and not stop suddenly in the middle of the road when they see a police car with lights or lights and sirens on like a deer in the headlights, like they have done in previous times (which makes it super irritating.) Something that can also be implemented is a UI prompt that is "Are you chasing a YYYY Make Model, plate # = ABC-123" and can have a Yes or No button, and if you say No the AI will move over normally but if you say Yes a script initiates that prompts the AI to put its hazards on and pull over, like I said above. You can also make changeable keybinds for the Yes and No buttons to prevent crashes from online officers being distracted. Second Suggestion: Have an option for us to revert to the old radial menu. Please. I beg. It's tenacious to go through multiple different screens to do a small thing. Thats it. Need some clarifications? Let me know and I am happy to help Best, ImJacksBrother