Autofollow. A few observant folks have noted that forward/backward movements of the 'driver' seemed to make things rather dicey. Almost as if both players and NPCs alike were using some kind of predictive algorithm to determine where the driver WILL be instead of where she IS. This predictive algorithm does not seem to apply to strafing. If you have players AF you, and you strafe, check how much more accurate and IMMEDIATE their movements become. It's precise. It's predictable (from a player-in-chair-perspective). And it rarely results in over-movement, mistaken movement, running off ledges, or generally running circles around the driver - all of which happen with regularity under the current system when the driver is not strafing. Why should this change? It's a QoL issue. And as long as the current predictive algorithm can be switched to whatever the Strafing function is using, it should be an easy fix. Don't try to sell me on the notion that this is somehow immersive, or introduces unexpected gameplay elements to inject "fun" into the experience. Perhaps at one time the AF function required this algorithm due to latency and bandwidth available in 1999-2002. This predictive function is no longer needed. Let's just switch it to a cleaner, more modern AF. Let's give the driver's forward and backward movement the same parameters as Strafe, and all will may rejoice.