I am making a space simulation game at ~1/6 real scale (my earth’s radius is 1,000m) but as soon as I get over 4000m away my camera culls the planet because that is what its Far is set to. I cannot set the far above 4000, is there a way to?
Yep, it’s called a soft limit, when the slider limits the values, but you can type values outside these bounds into it.
There is a reason why the near and far plane is limited, as with wider bounds z-fighting can occur. If you rise the far plane, than I would also rise the near plane a bit, too. Be aware that it’s not linear.
For your scale it could happen, that you’ll hit the single-precision limits. There is a way to use double precision, but for that you’ll have to compile godot by yourself.
You can also rescale, and have a unit in your basis be smaller or bigger than 1 = 1 metre, as that is (mostly) a convention.
I say mostly, and that would be the case in a ideal, perfect multipurpose game engine that has no performance issues, ever
In reality, assumptions will be made on scale to optimize graphics, and especially physics: you don’t expect a flight dynamics engine for modelling insects flight to work even for birds and much less for planes. The atmosphere works differently at those varying scales as well as the mechanics of powered flight, that’s why helicopters are the closest we get to colibris ans butterflies, the physics of their muscles and wings don’t scale with size. But enough with the example.
There is also the single precision thingy that makes that problem more prevalent, in that it limits the effective precision range, what you choose as represented by one, for example instead of a meter, it’s a kilometer. Well then, stuff in the few meters range might just disappear, pooof! Due to the limits of single precision floats.
Still, you could try different scale conventions before or in parallel to rebuilding Godot for double precision.