The engine does use Coriolis forces because they are and emergence behavior in the form of acceleration generated by the effect of a body
changing the direction of his instant direction of its angular momentum vector as it spins.
This comes natural from any force based formulation of a Lagragian constraint solver.
This is one for the feature that separates Newton from other commercial Physics which are Impulse bases physics formulation and completely disregard emerging forces that result from the second order nature of the problem.
Impulses are not forces, they act like forces in the sense that they change the velocity of a particle,
But they do that instantaneously while a force requires time to do so. It is during that time that the effect like Coriolis and centripetal acceleration are generated, Impulse can never do that.
This also Separate Newton from the so called "Open Source Physics engine" which are just copies of older version of commercial engines re-written by ex employee of those companies after they
no longer are employed by the company, These are even worse than impulse base because these add twist to hide the Plagiarism, but in fact these twist are brand new laws of physics that go by silly names like: Clamp Impulse, Damp Velocity, Shock Propagation wave, and so on, that generates really estrange and unfamilliar physic solutions.
The Laws of Physics were written step by step is a very large period of time, and there is three fundamental principles that any simulation must abide by:
Inertia, acceleration proportional to net force, and conservation of momentum also known as action reaction.
Physics engines based on Impulse violate one or two of those laws, must like conservation of momentum.
And no Brand New Law of physics has ever being proven to respect all those these principles simultanesully.
In respect of the accuracy of the solution you get with newton, that goes to the integration method use by the engine
which in the newton engine is a Newton-Stormer method, also known as Symplectic integration metod to integration the body motion.
Newton-Stormer integration is bether than Euler and Runge Kutta order one and two, but no better than RK 4 or 5
you can see some comparative anality of the error of different integation methods here
http://wiki.vdrift.net/Numerical_IntegrationThe reason you will get drift in the orbit is no because of float errors, float error are present in all numerical calculation, but because the accuracy of a first order integration scheme is no enough to produce accurate result at large scale integration like orbital calculation.
Calculating orbital integration is a very hard problem on celestial mechanic, and the methods integration method use are RK4 and RK 5 order predictor corrector integration. But those integration method require the evaluation of derivative several time during a single tome step, Newton does no use that because the scope in real time small scales rigid body mechanics.
one thing that you can do to improve acuracy of the integtaor is to just use a higher timestepping
it is quite simple to see how that improve stability and acuracy
because the acuracy of the integration is O(k * dt^2)
so using dt = 0.5 * dt makes k four time smaller.