Note: this applies to 3.18. This is one of those baffling decisions that I can't wrap my head around. I'm not upset about the limited headtracking range since it is known and will eventually be fixed, I'm just confused and looking for answers. From @YogiKlatt-CIG: The actor code was updated which merged head tracking and freelook into the same replication path. However most seats set the view limits and narrow it down something like +/- 70 degrees. The old head tracking code flat out set its own limits ignoring whatever the seat imposed ... so all we need to do is go through every seat and update the view limits to increase it to the previous head tracking levels of +/- 130 degrees. So the issue is known and the fix is tasked up but I am not sure if we will be able to fix that before release. Feel free to contribute to IC though as this can bump up the priority. https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/please-fix-the-head-tracking/5622448 Here are the attributes of this change: -required developer work to implement -broke a feature that was working and nobody in the community seemingly had issue with -potentially turbo-borked EVA headtracking as well (headtracking is now DISABLED in EVA and seems to lock the character's head in a misaligned position, making ADS impossible). https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-54829 -fix requires extra developer work -the fix will restore the functionality that headtracking had before, effectively making the change indistinguishable from the legacy system So the new implementation should be identical to the old, but work was put into it nonetheless. Which is why I ask: what made this change necessary?