Ye can affect the rotation in an objects Dynamic Properties tab.
Running the sim in a window with calc and a browser open helps reference equations and apply them to in-game mechanics. At least, that's what I've been doing
Er... I think that spin is: L=m*w*r
2 (m=mass; w=angular velocity [radians p/s]; r=radius of orbital circle)
Going by that, you could easily - with a few extra minutes and miles extra satisfaction - calculate the increase in rotation.
1 degree is pi/180 radians, so you'd have to work backwards from (or start from a clean slate) in order to figure out the rotation in
Universe 2's language of minutes/hours/etc...
Probably take a while to figure out, thinking about it, though I'm sure that a decent CPU (with its 2 thousand million+ transistors) could do it pretty quick given the right numbers and letters to work with.
I guess it'd be a lot easier to simply work with yer average divisions, even if its not mathematically accurate, so 1/2 size = 2x rotation speed [eg, 1/2 time] until (if ever) something like that is implemented.
Since
Universe 2 is an edu-tainment game, I'm skeptical that things will get so heavy - Your local university might be able to point you to some sim software that can already do what you're asking, I reckon.
I have no idea how you would make it so the rotational velocity affected the perceived mass and gravity-force of a panetary object, however - I never was very good at
rollercoasters Not saying that features like this - and an UNDO BUTTON - wouldn't be nice
Definitely get the game, man! There's so much to mess with and explore! Can't imagine how limiting the demo must be... :/