So, in my game, I have an airplane (type thing) that flies around. When the vehicle is stationary (hovering) the collision geometry and the body line up correctly. However, when the aircraft accelerates, the collision geometry increasingly leads the aircraft (presumably at the aircraft's body's position at the next timestep?).
Unfortunately, this leads to problems. For example, the drawn airplane (centered on the body's position) does not match with the collision geometry (drawn with BodyRenderExtensions.GetLocalSkinWireframe(…)). Collisions thus are incorrect.
Can someone explain why this is, and/or a workaround?