FYI -- I suspect that the NASA/Musk and popular interest will force KSP to implement a full n-body simulation for orbital mechanics for a 2.0 product. 3.0 should include GR/"Interstellar" - type physics engine; perhaps PC's in a few years will have the horsepower to run such simulations in real time.
From what I can tell, this already looks to be a very cool game -- much more fun than *farming* or *building cities*.
https://en.wikipedia.org/wiki/Kerbal_Space_Program Kerbal Space Program (commonly abbreviated as KSP) is a space flight simulator developed by Squad for Linux, OS X, Windows, Wii U, PlayStation 4, and Xbox One. In the game, players control a space program, build and fly spacecraft under physics simulation, and explore celestial bodies with characters called kerbals. The game was officially released out of beta on April 27, 2015. ... Notable members of the space industry have taken an interest in the game, including *NASA* and *Elon Musk of SpaceX*. While the game is not a perfect simulation of reality, *it has been praised for its representation of orbital mechanics*. Every object in the game except the celestial bodies themselves are under the control of a Newtonian dynamics simulation. Rocket thrust is applied accurately to a vehicle's frame based on the positions in which the force-generating elements are mounted. The strength of the joints connecting parts together is finite and vehicles can be torn apart by excessive or inappropriately directed forces. The game simulates trajectories and orbits using patched conic approximation instead of a full n-body simulation, and thus does not support Lagrange points, perturbations, Lissajous orbits, halo orbits and tidal forces. According to the developers, full n-body physics would require the entire physics engine to be rewritten.[22]