No, they don't use centrifugal force or any other alternative methods of generating a downward force on an astronaut based on actual science. Last time I checked, it's the tried and true 'gravity plates' in the floors or some such handwave. The ships are very much like those in Elite: Dangerous or Star Wars. That is a pity, because it would add a new layer of immersion to the game if centrifugal-ring designs were present, along with non-humanoid aliens. Star Citizen is good, but not hard sci-fi like the multiplayer/singleplayer SE might be.
But do remember that centrifugal force and gravity are not that similar and if you were in a orbiting ring, you would instantly notice the difference.
It's a mix of both, but moreso the percussion. The movement of stars, especially those farther away due to parallax, take a VERY long time to orbit the galaxy (well, they don't exactly 'orbit', but rather rotate with the galaxy) and change the nightsky in a noticeable way. Millennia would need to pass in order for the closest stars and those with very high velocity relative to the galaxy to move visibly in the sky. For those reasons, the detail of star motion (whether percussionary, orbital or galactically rotational) is an arbitrary one with limited application in video games beyond pure simulations or those strategic games that have long timelines. SE is an except, because it'll be a mix of both. I wouldn't be surprised if some astronomic features will be disabled for convenience in the game part of SE.Mr. Abner wrote:Is this modelling actual stellar movement? Or just the precession of the Earth's axis?FYI and this might be OT but oh well do any of these simulations model stellar proper motion? I need something that does that and cant wait for SE to implement it. SNPP does already and I like going backwards in time and seeing that Thuban in Draco was the North Star during the building of the pyramids or in the distant future when we will have our brightest North Star which will be Vega in Lyra.