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I've been looking at why vehicle behavior when crossing sim boundaries is so bad. One problem is viewer-side. The effect where vehicles go flying off into space at a sim crossing and then come back is a viewer-side problem. Whatever extrapolation algorithm "Velocity Interpolate Objects" uses is flawed, at least in Alchemy. Try driving a vehicle at moderate speed over a sim boundary on a connection with some lag. You'll probably fly off into space and then come back. Now turn off off "Velocity Interpolate Objects" in the Develop menu, and repeat. Now you stall for about a second when crossing a sim boundary. That shows what's really happening back at the servers. Is this a problem in the SL browser, too? (I'm on 64-bit Linux, so I can't run the SL browser easily.) Please check, so a bug report can be submitted. The extrapolation algorithm needs to be fixed. It needs clamping, or a low-pass filter, or it may even be differencing two positions from different sims and getting some huge velocity. Or it may be a straightforward math bug. Extrapolation from derivatives is always touchy. But those huge bogus velocities that rubber-band back to normal are a viewer-side problem. Sim-side screwups don't return to proper positions. See, for example, . This is the kind of bug that doesn't show for devs working on high speed connections with low lag to the servers. (There are other server-side problems at sim crossings, most reported about ten years ago and not fixed. But this one is viewer-side and probably not hard to fix.  https://jira.secondlife.com/browse/SVC-22