wouldnt that have things far away lose positional accuracy the farther the camera goes away from it? eg if you had your spaceship fly two galaxies away and then come back to earth, it would miss cause when that far away, earths position got clamped to a new value due to fp error?
I would amuse they're only using it to calculate for anything within close range of the ship, or whatever you're looking at, and anything further than X distance isn't calculated other than its position relative to whatever it's orbiting, rather than to you.
I can't claim to 100% understand, as it's not a method I'm heavily familiar with. What I understand is that, the root for whatever you're looking at basically is the center of all relative position calculation. This may explain why you sometimes end up with objects that glitch when you warp to them. As the game reroots the camera to them from some rough location derived probably from a less accurate system, they may briefly be outside of the area of accuracy required to render them properly. So you end up with a part lodged inside of itself and the ship decides to explode on you. Yay'!
all that mod did was move spawn locations and build load offset to the farlands. its pretty trivial to rewrite as its technically just number changes
True, but not everyone knows TorqueScript and some people are just lazy.