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  1. A note of caution: I've been playing around with the 'Velocity Interpolate Objects' developer setting, and it looks like disabling it isn't casualty-free—it kills animation of the prim omega attribute, which is used, among other things, to make wheels spin without spending script time or generating prim rotation updates from sim to client on a continuous basis. If there's any way you could hack around that, at least for rotation on child prims and avatar attachments, that would mitigate most (albeit not quite all; any prim can have an omega) of the side effects of killing the movement prediction. As for the boats issue, it sounds like one of the ideas in your very first post might resolve the issue in a satisfactory manner: use a low-pass filter. The boats that were previously gliding across sim boundaries without extrapolation problems move quite slowly, so using a threshold to decide when to disable your patch (ideally adjustable through a debug setting) should accommodate them without affecting high-speed bikes. Extrapolation is intrinsically less trustworthy at larger scales, so adding a maximum velocity to extrapolate to is an entirely reasonable restriction from a numerical methods standpoint, and shouldn't be regarded as a kludge at all.
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