"KSP was pretty remarkable in capturing most of the basics," he reflected. "If you took 'intro to Aerospace engineering 101', you'd get a lot of what Kerbal Space Program was doing. And I do think that kind of 'Introduction to Rockets++' is the right spot for the game to land in, you know, authenticity-wise. There's definitely a lot of details that I, as someone who's worked on this professionally, can look at KSP and say 'that's not quite right - it should be like this'. There are interesting implications for doing it a little bit better."Again talking up the new in-house engine, Moluf gave the example of how the original KSP restricted the full physics implementation to the craft in hand. "Physics sort of only existed when you were looking at a vehicle. So while you were in control of your rocket, things seemed to work as you might expect. You'd fire thrusters and move around and it could spin and rotate. As soon as you went to control another vehicle, the first one got put on something they called on-rails. It would actually stop rotation immediately. It couldn't fire thrusters or manoeuvre in any way. It was just frozen in a box."In KSA, by contrast, the physics will apply "seamlessly" across your fleet, and your ships will be able to do things in your absence. You'll also be able to switch between them without loading breaks. "So one of your rockets, you can say, I want you to point at the sun and charge your solar panels, then go control another one for a while and when you come back the first one's been charging its batteries," Moluf told me.