Isn't it fairly trivial to implement the Coriolis force in a 'good enough' way? You just need to sum a force in the direction of the station's rotation, whenever something becomes detached from the floor...
If you wanted to go the extra mile and make moving things weigh differently when travelling with/against the station's rotation, you'd just have to sum a 'perpendicular' acceleration to them. Possibly got this wrong, but if you're travelling in the direction of rotation, you'd sum a negative acceleration (add to gravity) which would make you heavier, and travelling contra you'd sum a positive acceleration (subtract from gravity).
Generally you'd only need to do that on detaching from the floor. The only reason I could think for doing it on a moment-to-moment basis is if you wanted to simulate what it would be like driving a racing car on a rotating spacestation. Depending on direction of travel, you'd have more or less downforce on the track, altering handling.
Not at all sure what speeds are involved though as to whether you'd notice a difference. Also, I might be talking nonsense.
If you wanted to go the extra mile and make moving things weigh differently when travelling with/against the station's rotation, you'd just have to sum a 'perpendicular' acceleration to them. Possibly got this wrong, but if you're travelling in the direction of rotation, you'd sum a negative acceleration (add to gravity) which would make you heavier, and travelling contra you'd sum a positive acceleration (subtract from gravity).
Generally you'd only need to do that on detaching from the floor. The only reason I could think for doing it on a moment-to-moment basis is if you wanted to simulate what it would be like driving a racing car on a rotating spacestation. Depending on direction of travel, you'd have more or less downforce on the track, altering handling.
Not at all sure what speeds are involved though as to whether you'd notice a difference. Also, I might be talking nonsense.