It also ruined space movies like "Gravity" for me, because pointing the nose to the space station in 50 km and applying thrust towards it turns out to be a sure way to NOT get to that station!
Edit: fixed the thrust direction
It also ruined space movies like "Gravity" for me, because pointing the nose to the space station in 50 km and applying thrust towards it turns out to be a sure way to NOT get to that station!
Edit: fixed the thrust direction
At some point I discovered Kerbal Space Program and eventually got older and had less time for Space Sims altogether, but Orbiter (especially the 2010P1 version) will remain closest to my heart.
I am really happy to see this game become open source.
But now I've found that most people I talk to about this — that also weren't alive during the space race where this was regularly explained on television — have the same naive idea that you can get to the moon by going straight up at it with the right timing.
Instead, you learn that you need to enter orbit and burn prograde at your apoapsis, burn retrograde at the moon's periapsis, etc. — really fascinating and complex stuff! If the curriculum would've allowed it, I feel like I could've spent a whole semester playing and learning from KSP — these kind of games are truly the top of "games for learning" genre.
So space flight is much closer to sky diving than to air flight.
Basically shoot upwards until you get an encounter, speed up until it auto slows you down near the Mun, then kill velocity to fall in and land.
Grossly and hilariously inefficient but actually easier to perform than the "correct" way (and typically faster in player-time).
Here's a video of a KSP speed-run to the Mun and back in 2 hours using this method (with 10K m/s total delta V — I think Jeb takes 34Gs at some point, which is about 5-10x what normal astronauts feel): https://youtu.be/0dx7ScJSAwo
I was once asked to describe KSP and the best answer I could come up with is: "It's a game about speeding up and slowing down".
Edited: made mistake as well ;)