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You could probably make a DLL to do programmer magic and export info to a program independent of Unity. Telemachus does that.
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# ? Sep 12, 2014 02:48 |
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# ? Jun 9, 2024 11:26 |
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I had forgotten how weak the gravity is on Gilly. Edgrett (I think?) stepped outside and floated for a second before gravity remembered he was there. When orbital speed is only ~10 m/sec, even your jetpack can get you there
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# ? Sep 12, 2014 02:55 |
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Since it hasn't dropped, and it was all the talk when I last read the thread, I'm throwing my hat in for skipping the number.25 and skipping to .26 because:quote:Update .26 - No quarter given I'm hesitant to get back into KSP again due to the funky "dead drop directly onto the capsule door from capsule ladder crashes game" issue killing my Kerbin surface sample acquisition progress with consistency, but I'm sitting on the latest Karbonite for when I get back into it. Inacio posted:You could probably make a DLL to do programmer magic and export info to a program independent of Unity. Telemachus does that. This should just be a matter of reading and displaying certain reserved memory pools or something. Hell if I know where to find them, but I know the theory of it all, at least. I do know you can read the memory from a third party/application, but you might encounter access violations doing so, I think, but it's been a while for me.
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# ? Sep 12, 2014 03:14 |
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Having seen all these wonderful mods (especially MKS), I'm really wishing there was a multiplayer option.
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# ? Sep 12, 2014 03:19 |
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Trivia posted:Having seen all these wonderful mods (especially MKS), I'm really wishing there was a multiplayer option. Like this one? Yes, it's a mod, and yes, it's extremely alpha, but it works well enough with other mods, so long as it's Sandbox mode. Haven't tried MKS/OKS, but Karbonite appears to work just fine.
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# ? Sep 12, 2014 03:46 |
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Icon Of Sin posted:I had forgotten how weak the gravity is on Gilly. Edgrett (I think?) stepped outside and floated for a second before gravity remembered he was there. When orbital speed is only ~10 m/sec, even your jetpack can get you there Not just orbit: https://www.youtube.com/watch?v=iDLBTvpzf_s
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# ? Sep 12, 2014 04:13 |
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nullfunction posted:Like this one? I've tried that extensively with a friend. Docking in orbit worked. Both of us descending our own crafts at the same time resulted in exploded ships on each other's screens. Trying to land near an already landed craft = exploding ships. We came to the conclusion that anything not in orbit will explode horribly (and even then some things randomly exploded).
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# ? Sep 12, 2014 04:28 |
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Trivia posted:I've tried that extensively with a friend. But you can dock together in orbit? Say for instance, my friend makes a lander and flies it to orbit, I make an inter-planetary engine and orbit it, could we dock, and I fly us to Duna, get in his pod and him land us?
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# ? Sep 12, 2014 04:43 |
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Rynoto posted:Unity can be tricked into stretching across multiple monitors. It cannot, however, have pieces of the UI off the screen. And there's no way to fake it and make it one big "screen" with all the UI elements combined? This makes Jeb sad.
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# ? Sep 12, 2014 05:00 |
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BMS posted:But you can dock together in orbit? Say for instance, my friend makes a lander and flies it to orbit, I make an inter-planetary engine and orbit it, could we dock, and I fly us to Duna, get in his pod and him land us? We did manage to dock fairly easily. It worked better than KMP. When docked, one person retains control over both vessels. You can then fly that to, say Minmus, and then attempt to land it. The biggest problems happen when you EVA one of your Kerbals and board your partner's ship. That fucks all sorts of poo poo up in my experience. We tried to get a refueling and extra-planetary base on Minmus set up. My friend landed several vessels with KAS attachments, and was also harvesting ore to make into parts. I brought a Karbonite refueling lander. He was already landed and set up, while I was still in orbit. We decided that while I was landing he would not move any vehicles, yet even so his poo poo (on my screen) blew up once I came into proximity (I synced while in a stabilized orbit).
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# ? Sep 12, 2014 05:46 |
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Zero One posted:Not just orbit:
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# ? Sep 12, 2014 06:24 |
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Trivia posted:We tried to get a refueling and extra-planetary base on Minmus set up. My friend landed several vessels with KAS attachments, and was also harvesting ore to make into parts. I brought a Karbonite refueling lander. He was already landed and set up, while I was still in orbit. We decided that while I was landing he would not move any vehicles, yet even so his poo poo (on my screen) blew up once I came into proximity (I synced while in a stabilized orbit). The 2.5km sync up is the killer, particularly when landed and it has to take the surface into account for the collision meshes. Early KAS 0.4 suffered badly from the same thing and since they got it mostly fixed, I suspect the multiplayer guys will get there eventually too.
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# ? Sep 12, 2014 06:44 |
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Yeah, other crafts slowly start drifting in odd directions, then snap back in place. They do this repeatedly for about 5 minutes, then poo poo goes awry and explosions abound. It's quite a fireworks festival so I'm never THAT disappointed.
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# ? Sep 12, 2014 07:42 |
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I built a new PC running Ubuntu and installed KSP and imported my save and all the ships and mods and everything just...worked. No fidgeting or anything, just dropped my Windows files right in and went. However, the timer still going yellow even with a ship with one engine, one fuel tank and a cockpit when near Kerbin's surface; is this just normal? Going to a gigantic ship barely impacts performance more than a tiny ship does, so it's weird. Is this something weird with the Linux version? I guess I should specify that I'm running an i5 4690k with 8gb of RAM and the on-board HD4600 for graphics. Also, KSP should have a disclaimer about how much an SSD improves the experience, holy poo poo it loads so much faster. DEEP STATE PLOT fucked around with this message at 10:24 on Sep 12, 2014 |
# ? Sep 12, 2014 10:11 |
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OwlFancier posted:Not given that it will depend entirely on how many SRBs you're using, how much the spacecraft weighs at any given time, and where you are in the atmosphere. I usually use my main rocket engine to compensate for that, just to quickly build a bit of speed at take-off. Activate it with the boosters at full thrust, cut thrust at 80-100 m/s. Boosters are usually at 30-50% thrust. The optimal way to do it I guess (and Mechjeb can do this for you) is to let the SRBs do most of the work and use the rocket engine to fine-tune speed to make sure you're exactly at the "speed limit" imposed by air resistance. Bit too much of a hassle for me to do manually though, as that speed limit changes constantly with altitude.
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# ? Sep 12, 2014 10:46 |
Cubey posted:I'm running an i5 4690k with 8gb of RAM and the on-board HD4600 for graphics. Tried turning down the graphics settings? Maybe running at a lower resolution. You're probably GPU-limited here.
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# ? Sep 12, 2014 11:01 |
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nielsm posted:Tried turning down the graphics settings? Maybe running at a lower resolution. You're probably GPU-limited here. Yeah, I guess that makes sense, and I do plan on eventually buying an actual car when there's a good sale. Still weird to me that a ship with 200 parts doesn't make the game run any worse than a ship with 3 parts. Is the water on Kerbin to blame? 'Cause I did switch to a medium-sized ship orbiting Minmus and there was absolutely no lag whatsoever, and I've read complaints about the water before.
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# ? Sep 12, 2014 11:12 |
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Thesoro posted:Yeah, in addition to this, you can make orbit on pretty much anything smaller than Mun (and even Mun as long as you're careful about avoiding mountains). Last time I checked, you're about 100 m/s dV short to make Mun orbit, unless they've changed the EVA pack since 0,18 or so?
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# ? Sep 12, 2014 11:36 |
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Apoffys posted:I usually use my main rocket engine to compensate for that, just to quickly build a bit of speed at take-off. Activate it with the boosters at full thrust, cut thrust at 80-100 m/s. Boosters are usually at 30-50% thrust. Hm. That's a good thought. MechJeb set to below terminal velocity is currently showing me over TV during launch even without the main engine firing. I think I'll turn down the SRB thrust in increments and do a few test launches until I find a thrust setting that requires some (but as little as possible) main engine assistance. I still wonder if there's a way you can calculate this other than trial and error, though. New question: Ascent profiles. Other than for spaceplanes, do you guys vary yours much? I've left MechJeb at the default start turning at 7km and finish at 70km curve for all my rockets so far, but I wonder if I'm missing a trick. Jack the Lad fucked around with this message at 12:15 on Sep 12, 2014 |
# ? Sep 12, 2014 12:12 |
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Jack the Lad posted:New question: Ascent profiles. Other than for spaceplanes, do you guys vary yours much? I've left MechJeb at the default start turning at 7km and finish at 70km curve for all my rockets so far, but I wonder if I'm missing a trick. If your rocket has a high TWR at liftoff use the setting I tend to use, Turn at 4km, finish at 70km turn slope of 43-47%. Seems to work well for me at least when playing stock.
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# ? Sep 12, 2014 12:33 |
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So Duna's atmosphere doesn't have any Karbonite huh? Found that one out the hard way
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# ? Sep 12, 2014 15:59 |
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Could someone give me a ballpark figure on how many Karbonite drills I need to still turn a surplus with a generator running? Planning on going to one of the Kerbin moons if that matters.
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# ? Sep 12, 2014 16:06 |
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Ideally mechjeb should calculate optimal profile based on height required and TWR of each stage. Can it do that yet?
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# ? Sep 12, 2014 16:13 |
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Apoffys posted:I usually use my main rocket engine to compensate for that, just to quickly build a bit of speed at take-off. Activate it with the boosters at full thrust, cut thrust at 80-100 m/s. Boosters are usually at 30-50% thrust. The way I generally do it is attach as many SRBs as I can and am willing to spend money on, and then fire the maneuvering stage as high up into space as I can with those (you generally can't steer it) and then circularise from there. It's not fuel efficient but as SRB fuel is super cheap, it doesn't really matter. And it's very easy from both a rocket design and orbital maneuvering standpoint. gently caress terminal velocity and gently caress the oberth effect. I have an infinite supply of cheap-rear end rocket boosters. Lansdowne posted:Could someone give me a ballpark figure on how many Karbonite drills I need to still turn a surplus with a generator running? Planning on going to one of the Kerbin moons if that matters. Depends on where you land. Karbonite has different collection rates at different points on the surface. If you land on a hotspot, probably not many. if you land anywhere else, probably quite a few, possibly impossible. My advice would be, pack six, try and land on the highest concentration you can, see if that works. Turn off drills until it holds stable. If that doesn't work you're buggered. OwlFancier fucked around with this message at 16:22 on Sep 12, 2014 |
# ? Sep 12, 2014 16:16 |
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I wonder if Squad has been contacted by the Mexican Space Agency yet? It seems like it'd be obvious!
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# ? Sep 12, 2014 16:31 |
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Hadlock posted:Last time I checked, you're about 100 m/s dV short to make Mun orbit, unless they've changed the EVA pack since 0,18 or so?
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# ? Sep 12, 2014 16:31 |
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Here's my best for illectro's challenge: Fast & Floppy: to Space and Back in 85 Seconds. Current fastest on Reddit is 81 seconds, but I wanted to share my attempt anyway.
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# ? Sep 12, 2014 17:06 |
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So I'm really new to this and I've been following Scott Manley's tutorials. All good until I got to the "get to the Mun" tutorial and I realized my launches are not working very well. After launching, my orbits around Kerbal are very eccentric, and require 60 seconds plus burn to establish. I *think* the problem is I'm not turning enough to get to my 45-degrees during launch, so I ran through several launches this morning to try to get a feel for it - I nailed it once but I can't seem to do it consistently. From watching his Navball, It looks like I start turning around 5-7KM, and plan on being at 45 degrees around 30 KM, then try to get closer to 90 degrees by the time I'm at 60 KM or so - is that right? Is there a better way to think about this, since I'm still trying to control things manually? The one launched I nailed, I accidentally jettisoned my fuel tank instead of executing my orbital burn.
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# ? Sep 12, 2014 18:05 |
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Peas and Rice posted:So I'm really new to this and I've been following Scott Manley's tutorials. All good until I got to the "get to the Mun" tutorial and I realized my launches are not working very well. You've got the method down. The important thing is to stop burning once you have an apoapsis above 70km. Then coast to the edge of the atmosphere and circularise at apoapsis. If you keep burning you'll push your Ap up super high and make it correspondingly difficult to circularise.
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# ? Sep 12, 2014 18:14 |
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You also shouldn't start your gravity turn until a little higher--more like 8.5-10km than 5-7km.
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# ? Sep 12, 2014 18:39 |
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The turn I used when initially starting out was 45 degrees at 10, then 90 at 30. As you get more practice with that, just smooth it out, vary it for different TWR's, and you should have very little problem getting to orbit.
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# ? Sep 12, 2014 18:43 |
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What they said. After you've established your rocket is relatively flight-stable, go into orbital view and control the navball from there. That way you can see your current apoapsis (and peri, once you break it free from the surface). Once your apoapsis is about 65-70 km (I usually go for 72ish) stop thrusting, go 90 degrees, and keep your nose pointed to the horizon. Might be tricky if you have a heavy boost stage still attached but as long as you're in the ballpark you can use your gimballed thrust to even things out. When you're within 1-2 km of your apoapsis altitude (higher TWR can wait until you're closer) fire the engines back up and burn. If the ap starts getting away from you cut thrust and wait until you get close again, rinse/repeat. This will get you a nearly circular orbit out of the gate.
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# ? Sep 12, 2014 18:57 |
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Jack the Lad posted:You've got the method down. The important thing is to stop burning once you have an apoapsis above 70km. Then coast to the edge of the atmosphere and circularise at apoapsis. If you keep burning you'll push your Ap up super high and make it correspondingly difficult to circularise. Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?) E: OAquinas posted:What they said. After you've established your rocket is relatively flight-stable, go into orbital view and control the navball from there. That way you can see your current apoapsis (and peri, once you break it free from the surface). Once your apoapsis is about 65-70 km (I usually go for 72ish) stop thrusting, go 90 degrees, and keep your nose pointed to the horizon. Might be tricky if you have a heavy boost stage still attached but as long as you're in the ballpark you can use your gimballed thrust to even things out. When you're within 1-2 km of your apoapsis altitude (higher TWR can wait until you're closer) fire the engines back up and burn. If the ap starts getting away from you cut thrust and wait until you get close again, rinse/repeat. This will get you a nearly circular orbit out of the gate. OK cool. I may need a little more practice to do that well. quote:You also shouldn't start your gravity turn until a little higher--more like 8.5-10km than 5-7km. Ah, OK. I was trying to follow what I saw on the video's Navball / Altitude and reverse-engineer it, but he does admit he starts his turn a little early. Thanks! Peas and Rice fucked around with this message at 19:06 on Sep 12, 2014 |
# ? Sep 12, 2014 19:02 |
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Peas and Rice posted:Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?) You can have a stable orbit around Kerbin up to ~80 million km. You won't use as much fuel getting into a lower orbit and you'll have more available for your burn to get to the Mun, so there's some savings there. I usually burn up to a 125 km orbit, but that's more of a habit than anything else.
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# ? Sep 12, 2014 19:06 |
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Peas and Rice posted:Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?)
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# ? Sep 12, 2014 19:13 |
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Peas and Rice posted:Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?) Due to the curious and almost entirely counter-intuitive ways orbital mechanics work, you actually want to have as low an orbit as possible. 70k is generally considered the spot to aim for since that's where the atmosphere ends, and going any lower means you start aerobreaking and falling back to the surface. You might want to add a few km to have a margin of error, especially if you're using low-thrust engines. And Kerbin's gravity stops mattering when you exit its SOI, 85Mm away.
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# ? Sep 12, 2014 19:14 |
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Peas and Rice posted:Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?) 70km is just a hair out of the atmosphere, if you fall below 65km you start to get drag. Most people use 100km as a standard orbit, I think, so that when you start to do rendezvous and docking maneuvers for more complicated interplanetary missions, you have wiggle room to catch up or slow down with either vessel.
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# ? Sep 12, 2014 19:15 |
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Thesoro posted:There's nothing wrong with going to 100km prior to going to Mun (it's slightly less efficient but not a big deal), but I think there's some problem we're not getting at--when you've got a suborbital trajectory peaking at 100km, burning prograde right around apoapsis should circularize your orbit pretty well. When do you stop burning on your turn, and when do you start burning again? So I open the map to keep an eye on my Ap and cut the engines when it shows as 100km - and then begin a maneuver to get to orbit. I drag the prograde setting out to establish an orbit, and I'm usually seeing an Ap of 350km vs an Pe of like 70km on that maneuver, which leads me to believe my launch arc is just too steep (IE, I'm not turning soon / far enough).
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# ? Sep 12, 2014 19:35 |
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Peas and Rice posted:Ok - I was following Scott's tutorials to put my Ap closer to 100km. Is 70km better, even if I'm gonna make a shot at the Mun? (Or - better question I suppose - where does Kerbin's gravity well end?) It doesn't. To get into orbit, you have to be going sideways fast enough to miss the ground as you fall, you never go so far up that there's not gravity pulling you back.
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# ? Sep 12, 2014 19:43 |
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# ? Jun 9, 2024 11:26 |
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Keiya posted:It doesn't. To get into orbit, you have to be going sideways fast enough to miss the ground as you fall, you never go so far up that there's not gravity pulling you back. Oh. Wow, OK, that makes way more sense.
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# ? Sep 12, 2014 19:45 |