I'm a new Bullet user, so please excuse my noobishness

I'm coding a space simulator with my homegrown rendering engine and I rely on Bullet to manage all movements and interactions.
I have real-sized procedural planets with seamless landings, and when the player's vessel is approaching a planet's ground, I need the vessel's movements
to be relative to the planet, knowing that :
- planets are following an orbit around another celestial object (star or another planet)
- there's a rotation around north pole/south pole planet axis (day/night alternance)
In addition of it I need a correct collisions detection between vessel body meshe and the planet ground meshe.
In simple terms, a instant t1 I need to "say" to bullet that the movements/speed of rigid body A is "relative" to another moving rigid body B (vessel landing
on planet), and at later instant t2 I need to "say" to bullet that the movements/speed of rigid body A is now standalone and detached from body B
(vessel lift off and leaving planet to space).
In Bullet documentation I did'nt found any feature for this (Maybe by activating a Generic 6 Dof Constraint ????)
Was someone confronted to a similar problem?
Any help/advice will be appreciated
Thanks in advance,
Nevil
PS : I'm using Bullet 2.82