You know, it&#x27;s really complex sometimes. Here&#x27;s an example.<p>I&#x27;m a fan of the Mass Effect game series. An important place in the games is the Citadel - a giant cylindrical space station, about 12 km in diameter, that makes its own artificial gravity by means of rotating along its axis, about 1 rotation every 3 minutes.<p>There are elevators inside the Citadel, taking people from one level to another. The elevators are pretty fast - about 10 meters &#x2F; second is my visual estimate. So you have people going &quot;up&quot; or &quot;down&quot; inside the cylinder on these elevators all the time.<p>But wait. Combining the rotation of the cylinder with the radial motion of the elevators, a Coriolis-like force would manifest on anyone inside the elevator. I did the math, and it would be like the floor of the elevator would tilt at about 4% grade (slope) - not huge, but it would definitely push you around.<p>There&#x27;s no mention of that in the game, and people in elevators are standing straight all the time. But that&#x27;s not how physics would work in reality.<p>There&#x27;s a moment in one of the games when you&#x27;re taking some R&amp;R with your buddy, and you&#x27;re shooting bottles. You throw a bottle in the air, for your friend to aim at and shoot. In reality, you&#x27;ll never be able to throw it straight up. Due to Citadel&#x27;s spin, the bottle would always describe a shallow curve, as if wind was pushing it along the circumference of the cylinder.<p>Granted, this is a subtle effect. Few people would notice or care. But the point is - if you&#x27;re aiming for high realism, at some point you&#x27;d probably need a science consultant to point out all these weird issues that might crop up.<p>Realism is hard.