After doing some testing I've been experiencing some issues with Soden (specifically at a point where it is particularly far away from Kerbol (5.3 billion km?) after 1091 years of elapsed time) in which any attempt to teleport to this planet using the cheats system results in extremely frequent and long-lived game freezes (on the order of 5-10 minutes or so) as well as extremely inconsistent and broken physics associated with it (example; attempting to use EVA causes any Kerbal to either immediately explode or to explode after hitting the ground.) I'm not experiencing this with any other planet, including the more distant ones such as Ervo and Mracksis, so I'm wondering if it has anything to do with the planet's distance.
Keep in mind I'm using cheats to teleport here, although the bug persists if I leave the game and switch to the ship that still exists on Soden. Are these sorts of physics issues known to exist after teleporting to distant bodies? I have a number of other mods installed, so I'm not sure if they could be affecting the way physics works in some way.
I'm going to try manually flying to Soden. If the bug persists, I'll edit this post.
EDIT: After flying to it manually, I'm not experiencing extremely long periods of frozen game time or exploding Kerbals anymore. Granted, the game still feels somewhat unstable, but this is almost certainly due to casual floating point errors (i.e. placing a flag 155m above the surface), so I wouldn't worry about it that much. I guess my main question shifts from whether these floating point errors are unavoidable or not - it makes me wonder how those interstellar planet packs function correctly at all.