Random aside but as I recall I think this is what made Kerbal Space Program so difficult. Very large distances and changing origins as you'd go to separate bodies, and I think the latter was basically because of this aspect of floating point. And because of the mismanagement of KSP2 they had to relearn these difficulties, because they didn't really have the experienced people work with the new developers.
I only played it rather than modded it, so happy to be corrected or further enlightened, but seems like an interesting problem to have to solve.
Edit: sure enough, it was actually discussed here: https://news.ycombinator.com/item?id=26938812
What KSP really should have done is just done their orbital math separately from their force propagation. If they had made a virtual node for each craft's center of mass, they could have made it so that the COM position was just never affected by intra-body forces and done the orbital math in super high (Float128?) precision.