Thanks for the info.
Right now there is a floating center system to keep the game world close to the player and everything moves relative to that floating center. Unlike other games that do this simplification, in Adro all ships, planets, asteroids and so on actually exist in the world so moving everything around would cause a huge performance leak.
On top of that I create a second physics system workaround that is indirectly parented to the ship so players can walk inside without remaining behind as the game engine doesn't support that.
As for physics bugs don't worry, you can easily find plenty around the rover and when exiting/entering a ship.