Maybe a bad download. Try verifying your files: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335& And if it keeps doing that, try a Clean Install as explained in the first post.
Well, it looks like you have 680 mods installed. Using a large number of mods causes excessive UI slowdown. Try bringing it down under 150 and see if that helps.
They may have considered making the older Carabinieri variant for the Piccolina, as the single beacon light shown in the reference image you provided is available in the parts selector alongside the dual beacons seen on the current configuration.
It's not the beacon. Both beacon layouts are correct, depending on function. Older Carabinieri cars had army green livery. Blue livery was only introduced in the second half of the '60s, first vehicle to wear it being the Alfa Romeo Giulia in 1965. At the time, the updated Piccolina was available already, but the Carabinieri car in game is clearly an earlier model. Ideally, the Carabinieri version should be based on the 110a/110b, just with the larger, 1.3 engine. The livery in game is also the current one (new font, red strip at the beltline), not the one in use at the time, but that's an artistic licence I can understand.
I don't know if this is really a bug- more of a missing feature. In the track editor, there is the loop track piece; it seems like there is no way to decrease it's size, or decrease it's ovalness (for a lack of a better term), only to increase the two. This is unlike the curve track piece, in which you can both increase and decrease it's parameters (length in degrees, and tightness/radius) .
Oh, I think the icon is only wrong. The first one should have both arrows inward. EDIT: The horizontal arrow is actually part of the 'Loop' part icon. Only the top arrow is what indicates bigger/smaller. We should probably improve that to avoid confusion. Anyway, you cannot change the vertical/horizontal radius of the loop separately. The buttons changes them together, keeping the same loopy shape.
OK, gotcha. Also, I believe something is broken with the trackbuilder checkpoints. I mean, there's no 'add checkpoint' button, and the only ways I managed to do it are a bit of a hack: either edit the .json file, or move the 1st or last checkpoint, then click the close track button, and it adds another checkpoint at the start/finish. IDK if there's a button to do it that I overlooked, but I guess there is. The problem is that the UI is just really, really messy, which is a shame, because the track builder is pretty awesome.
Look closer Just hover the cursor on the button, the tooltips says what they are for. They are done automatically by default. You can do them manually by pressing the 'Activate' button (will add a checkpoint to the selected piece)
Please fix this devs.... On the little round tokyo drift section of west coast usa i was trying to drift it with the little piccobello, but on every level of this parking lot there was at least one time where i would get my tires completely rekt as well as my drift because of some corner saying F*U to the tires. also, minor texture bug i just noticed. one out of 2 doors in this row has this bug.
A garaunteed crash if you have a shadow distance of over 1000 or so with lastSplitTerrainOnly + Large Shadow Distance on a level while switching to or using the cinematic camera. Doubt it's an engine limitation but it does crash it without failure each and every time and the warning is simply a hang, no specific code. =)
I deleted a map after using the worldeditor on it, it still shows up despite clearing the cache and disabling all my mods
Bug since many version : Car color selector doesn't work with our custom configuration. Example, i create a custom car save to Car1, when i select it on CTRL+E, and change his color, it doesn't work. I'have to enter in CTRL+Z to change color.
Some bugs, misalignments, and other stuff I found around West Coast over the last few months. (yes, it's another one of these) Spoiler: long post with lots of pictures Suburbs Area Useless garage doors. City Area Those building walls look pretty bad when viewed from behind. I guess you were afraid of more detail for performance reasons-- but AFAIK, loading more of the same texture (glass windows?) shouldn't really hurt preformance too much. HowToSidewalk.jpg I guess there where plans for putting something here... But there is nothing. Since it's a fire station, maybe there should be something like this? (just some random google image) This is in the office building area near the dockyard. I think it was meant to be a pool? Now it's just really wierd. Not really a bug though. Hovering brick rings next to hospital. In general, there are many hovering pieces and the interaction between various models and the terrain heightmap isn't perfect. Which is totally understandable, since the models imported into the game for WCUSA are huge, which makes dealing with the gaps, a really tedious job. This parking lot is next to the wierd curved roof building (I think it's an opera house? not sure). It has no enterance or ramps between levels. How do cars get in? I don't mean for cars in the game, I mean that this parking lot couldn't exist IRL because there is no way cars could get into it, unless Belsaco city is in the Burnout paradise world, and cars get parked there by using the awesome jump ramp from the opera house. (BTW, I have to say that WCUSA has some fantastic jumps, some intentional and some probably not, and I really love it!) Anyway, since this parking lot seems pretty much fully modeled on the inside (except there is no enterance and ramps between levels), I don't see any reason not to make it accessible. This park, right at the top of the city, can be a really nice place, but it's just not how parks work IRL. This grass slopes are really unnatural. They do give an opportunity for some more sick jumpz, though. Also, missing piece in the park enterance (top). Not a huge issue, as you can drive through it. Highway system Oh boy. This bridge. First, this is a bad design for the bridge exit, since people or vehicles would want to continue to the next bridge probably, but there's a pole blocking the path. You can go around, but trust me, you don't want to... ...Because the stairs aren't reaching all the way down, so you can't really climb up them. There's another (bigger) gap on the other stairwell. Also, the railings are pulling your vehicle into them from pretty far away, and are popping your tires, and in general they behave wierd. I'd put a video of driving and getting pulled by the railings, but this is already pretty long. So you'll have to take my word for it. A gap between the bridge and canal model, and the terrain. Located here. The canal has some more gaps between it and the terrain, I brought one example. Raceway The raceway could really use some signing. It looks really uninviting as-is. ^some quick drawing... Just some random signs and directions. That's it, for now. Hope it helps
Why can't I change my wheel settings without the slider directly hits the up deck whenever I try to make a change?