I did that which you suggested and this is what I have noticed
When you are standing on the rotating ramp and turn flymode on, the rotation vector of the building is adopted by the avatar (this we already knew, hence we weren't able to pickup markers becaszue you were in essence part of that object not a seperate entity, were we able to pick up markers in UU in Gahreesen's rotating portions?)
When you jump off the rotating ramp, the avatar is no longer associated with the rotating building, and therefore doesn't adopt the rotation vector.
You suggested that when you have adopted the rotation vector, the momentum vector is disabled, I theorized this a number of times because when you jump towards the building when on the ramp, the ramp should have moved closer to one edge of the avatar.
What I don't know with flymode, is does it disable the rotation vector of the avatar when one is adopted by the avatar?
As much as I don't want to be convinced that Cyan went back to the dark ages of game programming, when the physical world was moving about you (simple car racing game as an example), I really want to know if this is the case?
Do other big games on the market do the same thing, eg Unreal Tournament, Crysis?
Why on earth would Cyan do this anyway, to me this even less sense than having the entire world split into several different and non interactive parts apart, when its much more sensible to have the all the parts of the world occupy the same point in space, and have the avatar(s) move properly and sensibly through correct 3d space with proper 3d physics.
This is causing me conflicting thoughts and confusing the life out of me, from what I thought and knew, all I need to know to prove the point is with flymode when the avatar was previously standing on a rotating object, does flymode also disable the rotation vector adopted by the avatar?