At about 05:37
in Scott Manley video Kerbal Space Program 2 - What We Know About The Sequel
So I’m cautiously optimistic and I really obviously want this to be a huge success so I can go back and play Kerbal Space Program 2 and hit all those moments, those thrills that I had while talking about science at the same time.
Of course you can't talk about the science of Lagrange points and halo orbits in KSP because it is based on patched-conics and 2-body orbits as lamented in:
- Are patched conics (and by induction, KSP) “useless” for simulating ion propulsion?
- What can the KSP game actually teach about spaceflight and orbital mechanics, and what are its limitations?
REVISED Question: So does KSP have a software migration path that will allow for n-body physics options, or at least some three-body capability so that it will be finally possible to have:
- Lagrange points, horseshoe, tadpole and halo orbits
- low-energy transfers and the beloved Interplanetary Transport Network
- realistic ion propulsion and solar-sail spirals
- an accurate representation of a free-return trajectory between a planet and its moon
for example?
According to Steam's Kerbal Space Program 2:
In Kerbal Space Program 2, these interstellar technologies pave the way to a host of new celestial bodies, each comprising new challenges and harboring new secret treasures. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration.
It seems that navigating anywhere near a binary pair of anything would require some 3-body physics, but that's just a guess since I've never tried KSP.