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interesting, ill have to give this a try as I think I've only ever had simplified traffic on. If that's the case then, I agree that it seems to be a bug. I looked through all the user options and widgets that you can add and did not see any "new" ones related to police activities. Which does seem odd, Id think if they remove the "fleeing suspect" popup, they would add a radar scanner or APB radio or something to coincide with that change.
Very hard to distinguish that from the usual AI behaviours -- only way I can tell they're running is if they're going 10 over the limit, while other drivers are going 5 under. You'll really need to be looking for these violations in particular, OP
The biggest problem with cop chases is that they are crap. Most of the time the vehicle you're chasing just plows straight into a vehicle right in front of it, even on the highway at 90mph. e.g. a vehicle travelling in the same lane as the crim at 60... crim just plows into it at 80. No effort to drive around the slower vehicle.
That and if there's more than one officer in the pursuit, there's a chance the game will bust you as well as the suspect. For me sometimes it doesn't matter if you're moving or stationary, if you're near (what the game reads) as a cop for a while, game's going to engage every single brake you have and say that you're busted.
the moment they spawn in (even if your going the same way as them) will turn around, allowing you to pass easy
but before they would wait for you to pass, then speed after you or brake if you didn't.
the weirdest part is that if you spawn traffic -> Ai behaviors -> Chase they still retain the old system