So it totally fails to model the physics of inertia? That's not a good thing.
I'm confused. The first Lantern Light video shows that the ship can't match rotation with the station. So I am unsure what Coolgroove means here but nothing about the physics of the ship looks wrong here.
So, one of the main arguments against ship interiors very often repeated - game engine cannot handle interiors attached to the ship, whatabout fast speed, whatabout objects/player model inside at high g/fast maneuvers, whatabout etc.
When you're outside Lantern Light - you can clearly see how fast it spins. So fast that it is impossible to match it. The speed and rotation very nicely illustrate any ship turning maneuver in the game, as all movements in the game governed by the same vectors library/mechanism.
When you're inside that station - turn FA OFF and your ship is no longer aligned with the station rotation. When you turn in back ON - ship will instantly be aligned with the station movement and is going to spin with the station. No matter how close or far from the center of rotation the ship is, no matter the angle, no matter if the ship moves or completely stationary, no matter any combination of these conditions - as soon as FA is ON the ship instantly aligned with the station. Amount of commanders inside the station (who are spinning, stopping, blowing up and respawning) also doesn't affect the performance in any way.
That means, that this vector library/mechanism of the Game Engine is perfectly capable of aligning any object with other objects, no matter the speed, angle or vectors directions. So, for anybody who doubted if the Game Engine could handle interiors implementation where they are not a part of the ship model but something attached to the ship - yes, Game Engine can do it. And with that, the last technical myth that often used to block an idea can be put to rest, as it is no longer valid.
Ship interiors could be as a part of the ship model, can be additional models attached, objects (items, interiors objects, player/NPC models) can also be aligned. Game engine can do it.
As for desync type of issues - same as with any other part of the game - that's now game networking works, nothing to be done about it. These problems are not the reason not to have flying ships, not a reason not to have all other gameplay and modes, and so, reasonably, it is not a reason not to have interiors.
As for gameplay effects being inside an interior when ship moves and/or high G turns - Magic/magnetic boots are there, Blackout/high G effects (stops movement) are there.
As for EVA - when inside the ship magnetic boots always ON, when step outside - EVA mechanics kick in.
As for loading the interiors - It is possible to increase / decrease details of objects based on distance and conditions (internal/external cam, concourses windows). But even if completely seamless transition won't be possible for some crucial technical reason - elevators are basically animated doors that are used in place of a loading screen - airlock or other interiors doors 'unlock' animations could be used in the similar way. Also, if you drop out on a planet very far away from the Odyssey settlement (so it is no where near being in the view) and then fly to it (not in SC) - it'll load without any loading screens or problems. That means that the Game Engine has a way to make transition seamless or at the very least a way to fake it subtle enough to be perceived as seamless. If there is a will - game design can figure out the way, tech is capable.
With that - the answer to the question - Can Ship Interiors be done with current Game Engine? - Yes, everything that can be ready, with what there is in the game right now, is ready and capable.
Of course, as with any other feature - actual assets need to be modeled, mechanics coded, etc. - the usual game development flow.
That is what
my initial post was about.
As for how physics are broken is some parts of the game - none of that has anything to do with what is needed technically to implement interiors, and those are problems for those specific parts and how they were implemented.