OK let me explain how they "solved" this issue in easy words.
First you have to realize that Ships are moving in a different grid than characters or everything a character can move around physically (let it be a mug or a crate - Doors and other shipstuff including the pilot are not physic elements)
For ships we have a 32Bit float grid where lets say 1 Unit (sx1) is 10cm for players we need a much smaller grid lets say 0.5cm therefore we need a subgrid cx1.cx2 where cx1 and cx2 both are 32bit floats. (for simplification I use x only imagine x to be a 3D positional Vector).
x1 is something that the engine knows and thereof knows it has to be enforced to place the stuff. x2 is something that has been tackled on top. Now the following scenario happens
Commander Catskills is entering the Game
CPU: oh nice a Commander, lets place it cx1.cx1 <updatecalls>
GPU: Aye, done, CharacterCatskills rendered character is happy
CPU: he's running around to his ship at sx1, he is now at cx1. <updatecalls>
GPU: Everything fine, CharacterCatskills done rendered
GPU: Everything fine, Ship done rendered
CPU: Wait I meant cx1.cx2 <updatecalls>
GPU: Oh ok error corrected CharacterCatskills rendered
(at this point we have a jiggle on the character asset, which is increasing with the Lenght of the float delta to the scenes Vector.zero).
CPU: CharacterCatskills sits down on his pilot seat I merge Pivots and make him a ship asset <updatecalls>
GPU: thats fine, rendered on sx1 ... less work to do Character is on the easy-to-calculate grid
Commander Tom is entering the Ship and a few people are loitering on the platform
CPU: there is CharacterTom on the ship at cx1.... <updatepassed>
CPU: there is Character003 on the Platform at cx1.... <updatepassed>
CPU: there is Character003 on the Platform at cx1.... <updatecalls>
GPU: Busy time, all placed, rendered and all are happy
(We have a graphics lag at this point before the 2nd detail grid could be placed)
CPU: wait wait GPU here you have the detail grid for the characters (cx1.cx2) <updatecalls>
GPU: sorry my fault all rendered and happy.
Commander Catskills now starts the engines and lifts off
CPU: ok sx1 is now moving, CharacterTom is in the ship and has to be moved to cx1... <updatecalls>
GPU: ok Charactere placed and rendered, ship rendered - but CharacterToms Physic Hitbox is now clipping through the Ship.
(this is the point where someone falls through a solid mesh - the problem is growing with more stuff to calculate)
CPU: Oh noes you didn't wait now we have lost our precious crewmember, detail grid is now redacted but here you go it should have been cx1.cx2.
GPU: character could not be placed, error correction at work, Ship gone, CharacterTom is now outside the ship EVAing.
With a 64Bit GPU system (which does not exist) they would only need to pass one 64bit variable per axis and it would be fine, due to the system that 2x32bit vectors are passed, the vector is doing all kinds of strange stuff that you can see. this problem is not fixable, a faster system would lower the jiggling and fall through stuff but they will still occur (no matter of how fast the system would be).
No doubt they have double precision with all bugs that comes with it.
BUT 2x32Bit is 33Bit NOT 64Bit
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.