Difference between revisions of "Getting Started"

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The OpenRocket user interface is divided horizontally into four sections, the ''Main Menu'' (<font color="green">green</font>); the ''Task Tabs'' (<font color="black">black</font>); the ''Rocket Design, Motors & Configuration, and Flight Simulation Pane'' (<font color="red">red</font>), and the ''Rocket Views Pane'' (<font color="blue">blue</font>).
 
The OpenRocket user interface is divided horizontally into four sections, the ''Main Menu'' (<font color="green">green</font>); the ''Task Tabs'' (<font color="black">black</font>); the ''Rocket Design, Motors & Configuration, and Flight Simulation Pane'' (<font color="red">red</font>), and the ''Rocket Views Pane'' (<font color="blue">blue</font>).
  
[[File:OR.Guide.User_Interface.04.png|frameless|896 px|center|UI of OpenRocket divided into four]]
+
[[File:2023.01.Guide.User_Interface.png|frameless|896 px|center|UI of OpenRocket divided into four]]
  
 
== Main Menu ==
 
== Main Menu ==
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   </tr>
 
   </tr>
 
     <th>File</th>
 
     <th>File</th>
     <td>'''[[File:OR.Guide.User_Interface.04.01.File.png|left|frameless|256 px|center]]'''</td>
+
     <td>'''[[File:02.04.01.File_Menu.png|left|frameless|256 px|center]]'''</td>
     <td>The [[File Menu | <font color="blue">''File Menu''</font>]] is divided into five divisions by function, (1) file opening options; (2) file saving options; (3) import and export options; and (4) closing and (5) quiting options.
+
     <td>The [[File Menu | <font color="blue">''File Menu''</font>]] is divided into five divisions by function, (1) file opening options; (2) file saving options; (3) import and export options; and (4) closing and (5) quitting options.</br>
 
+
:- <b>''New''</b> allows you to start a new project without closing the project that is currently open; you can have more than one project open at the same time. If you start a new project when you have not already started (made changes to) the current project, a new project will be opened and the empty project will be closed, leaving one project open.</br>
:- <b>''New''</b> allows you to start a new project, without closing the project that is currently open.</br>
 
 
:- <b>''Open...''</b> allows you to open an ''*.ork'' file that you have previously saved on your computer.</br>
 
:- <b>''Open...''</b> allows you to open an ''*.ork'' file that you have previously saved on your computer.</br>
 
:- <b>''Open Recent''</b> opens a pull-down menu of recently opened filed from which you may choose one to reopen.</br>
 
:- <b>''Open Recent''</b> opens a pull-down menu of recently opened filed from which you may choose one to reopen.</br>
 
:- <b>''Open Example''</b> allows you to select from and open an example project included with OpenRocket.</br>
 
:- <b>''Open Example''</b> allows you to select from and open an example project included with OpenRocket.</br>
  
:- <b>''Save''</b> saves the changes you have made to a project that you have previously saved.</br>
+
:- <b>''Save''</b> saves the changes you have made to a project that you have opened or previously saved, without changing the current filename or location of the file.</br>
:- <b>''Save as...''</b> allows you to save the project you are working on to a new ''*.ork'' file.</br>
+
:- <b>''Save as...''</b> allows you to save the project you are working as a different filename and/or a different file location.</br>
 
+
:- <b>''Export as''</b> allows you to export the project you are working on to a different file format, such as a Rocksim 10 (''.rkt'') file.</br>
:- <b>''Import''</b> allows you to import a previously saved Rocksim 10 ''*.rkt'' file.</br>
+
:- <b>''Save decal image''</b> allows you to save a decal image file used in your project (currently only the first decal). However, this option is not available until you actually add a decal to your project.</br>
:- <b>''Export''</b> allows you to export the project you are working on to a Rocksim 10 ''*.rkt'' file.</br>
+
:- <b>''Print design info...''</b> allows you to select elements to print or export to a ''*.pdf" file from a drop-down menu; such as the technical details of your rocket's components, templates for your rocket's fin sets, or even the design of your rocket.<br />
:- <b>''Export Decal''</b> allows you to export a decal ''*.jpg'' file (currently only the first decal).</br>
 
:- <b>''Print/Export PDF''</b> allows you to select elements to print or export to a ''*.pdf" file from a drop-down menu; such as the technical details of your rocket's components, templates for your rocket's fin sets, or even the design of your rocket.<br />
 
  
:- <b>''Close''</b> exits the current project (you will be asked whether to save unsaved changes); ''close''</b> also exits OpenRocket if there are no other open projects.</br>
+
:- <b>''Close design''</b> exits the current project (you will be asked whether to save unsaved changes); ''close''</b> also exits OpenRocket if there are no other projects open.</br>
:- <b>''Quit''</b> exits OpenRocket, checking that you have saved all open projects.
+
:- <b>''Quit''</b> exits OpenRocket, checking to ensure that you have saved or may save each open project.
  
 
</td>
 
</td>
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   <tr>
 
   <tr>
 
     <th></th>
 
     <th></th>
     <td>The ''Flight Simulations'' tab is where you manage and flight simulations and flight simulation plots. From here, you can add new simulations, or edit, run, or delete existing simulations. Select a single simulation, and you can even plot and export the simulation results. For more details on ow to use these functions, see [[Flight_Simulations_Details | <font color="blue">''Flight Simulations Details''</font>]].<br /><br /></td>
+
     <td>The ''Flight Simulations'' tab is where you manage and flight simulations and flight simulation plots. From here, you can add new simulations, or edit, run, or delete existing simulations. Select a single simulation, and you can even plot and export the simulation results. For more details on how to use these functions, see [[Flight_Simulations_Details | <font color="blue">''Flight Simulations Details''</font>]].<br /><br /></td>
 
   </tr>
 
   </tr>
 
</table>
 
</table>
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   <tr>
 
   <tr>
 
     <th></th>
 
     <th></th>
     <td>The ''Side View'' and ''Back View'' are line drawings, similar to a blueprint that shows all of the rocket components and the placement of those components. Almost all of your design work will take place in the side and back views.</td>
+
     <td>The ''Top View'', ''Side View'', and ''Back View'' are line drawings, similar to a blueprint that shows all of the rocket components and the placement of those components. Almost all of your design work will take place in the top, side, and back views.</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
     <th>Side/Back View</th>
+
     <th>Top/Side/Back View</th>
     <td>'''[[File:05.01.01.Rocket_Display.Side.png|left|frameless|1028 px|center]]'''<b />'''[[File:05.02.01.Rocket_Display.Back.png|left|frameless|1028 px|center]]''' </td>
+
     <td>'''[[File:Getting_Started.Rocket_Views.Top_View.jpg|left|frameless|1028 px|center]]'''<b />'''[[File:Getting_Started.Rocket_Views.Side_View.jpg|left|frameless|1028 px|center]]'''<b />'''[[File:Getting_Started.Rocket_Views.Back_View.jpg|left|frameless|1028 px|center]]''' </td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
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   <tr>
 
   <tr>
 
     <th>3D Figure/3D Unfinished</th>
 
     <th>3D Figure/3D Unfinished</th>
     <td>'''[[File:05.03.01.Rocket_Display.3D_Figure.png|left|frameless|1028 px|center]]'''<b />'''[[File:05.04.01.Rocket_Display.3D_Unfinished.png|left|frameless|1028 px|center]]'''</td>
+
     <td>'''[[File:Getting_Started.Rocket_Views.3D_Figure.jpg|left|frameless|1028 px|center]]'''<b />'''[[File:Getting_Started.Rocket_Views.3D_Unfinished.jpg|left|frameless|1028 px|center]]'''</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
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   <tr>
 
   <tr>
 
     <th>3D Finished</th>
 
     <th>3D Finished</th>
     <td>'''[[File:05.05.01.Rocket_Display.3D_Finished.png|left|frameless|1028 px|center]]'''</td>
+
     <td>'''[[File:Getting_Started.Rocket_Views.3D_Finished.jpg|left|frameless|1028 px|center]]'''</td>
 
   </tr>
 
   </tr>
 
</table>
 
</table>
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   <tr>
 
   <tr>
 
     <th>File &rarr; Example... &rarr; </th>
 
     <th>File &rarr; Example... &rarr; </th>
     <td>'''[[File:01.04.02.Open_Example.png|left|frameless|1028 px|center]]'''</td>
+
     <td>'''[[File:2023.01.Open_Example.png|left|frameless|1028 px|center]]'''</td>
 
   </tr>
 
   </tr>
 
</table>
 
</table>
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----
 
----
  
= Use of Basic Components =
+
<br />
  
= Rocket Configuration Window =
+
= The Basics of Using OpenRocket =
  
You can double-click the rocket's name in the main window, to enter information about your design in the Rocket Configuration window:
+
== Rocket Configuration ==
  
[[File:Rocket_configuration.png|thumb|400 px|left|The <em>Rocket Configuration</em> window for MacOS.]]
+
To build your first rocket, start OpenRocket, then double click the ''Rocket'' label at the top of the component tree to open the ''Rocket configuration'' pop-up window. OpenRocket allows you to name your design, identify the designer, make comments, and create a revision history.
[[File:Rocket_configuration_Windows.png|thumb|400 px|center|The <em>Rocket Configuration</em> window for Windows.]]
 
  
 +
The default design name is ''Rocket'', but that name can be changed, and a design name change also changes the name of the rocket shown on the component tree. So, rename your design and enter the designer, comments, and revision history information you desire.
  
It's a good idea to fill in this information when you start a new rocket project. Fill in the four fields (or you can leave all, except the <em>Design name</em>, blank if you wish), and click the <em>close</em> button. <br />
+
<table class="left">
 +
  <tr>
 +
    <th>Double-Click ''Rocket''</th>
 +
    <td>'''[[File:04.01.02.Rocket_Configuration.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Rename ''Rocket''</th>
 +
    <td>'''[[File:04.01.05.Rocket_Configuration.Rename.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
= OpenRocket's <em>main window</em> =
+
----
  
You now have access to the <strong>OpenRocket <em>main window</em></strong>.
+
[[#Become Familiar with OpenRocket| &larr; Go to ''Become Familiar with OpenRocket'']]
  
 +
----
  
[[File:Main_window.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]]
+
<br />
  
 +
== Adding External Components ==
  
Notice there are three tabs in the top of the window. These tabs allow you to switch between the <em>Rocket design</em>, <em>Motors and Configuration</em>, and  <em>Flight simulations</em> windows. <br />
+
Now it's time to start putting together components to build the rocket design. The generally accepted way of putting together a rocket design is from top to bottom, from nose to tail.  So, we'll add the nose cone first.
  
 +
=== Selecting a Nose Cone ===
  
== The <em>Rocket design</em> window ==
+
With the ''Stage'' selected, click on the ''Nose Cone'' button and the ''Nose Cone configuration'' window will pop up. Then, select ''From database...'' to open the Choose component present window. From here, you can select from the pre-loaded parts database. Select the nose cone shown below, and click the ''Close'' button, then close the ''Nose Cone configuration'' window.
{{anchor|rocketdesignwindow}}
 
For the moment, let's focus on the <em>Rocket design</em> window. This window is organized in the following way: <br />
 
- in the bottom half of the window there is a large white space. This is where a 2D image of the rocket you are designing will appear. <br />
 
- in the top-left part of the window, the rocket's <strong>stages</strong> and <strong>components</strong> are shown. When you start a new project, the rocket contains only one stage (i.e.; the <strong>sustainer</strong>) but no components. <br />
 
- in the top-right part of the window, all the <strong>body components</strong> and <strong>fin sets</strong>, <strong>inner components</strong>, and <strong>mass objects</strong> that you can add to the rocket are shown. Notice that it's not possible to add all of these objects to the rocket at any particular stage of the rocket design. Exactly which components can be added when will be explained later in this guide. <br /><br />
 
  
Now let's have a closer look at the bottom half of the <em>Rocket design</em> window. When you add a component to your rocket, it will be immediately displayed, as shown below:
+
<table class="left">
 +
  <tr>
 +
    <th>Selecting a ''Nose Cone''</th>
 +
    <td>'''[[File:11.01.03.Rocket_Build.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:Getting_Started.Components.Nose_Cone.Parts_Library.Highlighted.jpg|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Nose Cone'' Added</th>
 +
    <td>'''[[File:Getting_Started.Components.Nose_Cone.jpg|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
Congratulations, you've just added your first component.
  
[[File:After_first_component.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window after adding a <strong>nose cone</strong>.]]
+
<br />
  
 +
=== Adding a Payload Bay ===
  
Notice the <strong>rulers</strong> around the borders. These give you an idea of the dimensions of your rocket. <br /><br />
+
So that a few "appearance" can be demonstrated later, a payload bay will be added after the nose cone. To do this, with either the ''Stage''or ''Nose Cone'' selected, click on the ''Body Tube'' button and the ''Body Tube configuration'' window will pop up. Then, select ''From database...'' to open the Choose component present window. From here, you can select from the pre-loaded parts database. Select the body tube shown below, and click the ''Close'' button, then close the ''Body Tube configuration'' window.
  
As you can see, in addition to the appearance of your rocket, the <em>Rocket design</em> window also shows some other useful information as well. This includes the rocket's <strong>dimensions</strong>, <strong>mass</strong>, <strong>apogee</strong>, <strong>max. velocity</strong>, <strong>max. acceleration</strong>, <strong>stability</strong>, <strong>center of gravity</strong> (<strong>CG</strong>), and <strong>center of pressure</strong> (<strong>CP</strong>). <br /><br />
+
<table class="left">
 +
  <tr>
 +
    <th>Add a ''Body Tube''</th>
 +
    <td>'''[[File:11.02.01.Rocket_Build.Payload_Bay.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:11.02.05.Rocket_Build.Payload_Bay.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Payload Bay'' Added</th>
 +
    <td>'''[[File:11.02.06.Rocket_Build.Payload_Bay.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
In the top left-hand corner of the previous image there are two buttons: <em>Side view</em> and <em>Back view</em>. These allow you to visualize the rocket from two different positions. Next to these buttons you can find the <em>zoom-regulation commands</em> and then one <em>Stage i</em> button for each <strong>Stage</strong> in your rocket. Selecting/deselecting each of these allows you to include or exclude each stage from the picture. On the left of the previous image, you can also see a scroll bar that allows you to rotate the rocket up to 360°. <br /><br />
+
<br />
  
Finally, notice the drop-down list in the top right-hand corner of the previous image. This allows you to choose which of your <strong>motor configurations</strong> to apply to the rocket you have designed (more on this later). The image below shows how the bottom half of the <em>Rocket design</em> window appears after the rocket design has been completed.
+
=== Adding a Transition ===
  
 +
Transitions are most often used to connect body tubes with different diameters. But, a transition can also be used to connect two body tubes of the same diameter, as will be done here.
  
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window after completing the rocket's design (taken from the <em>A simple model rocket</em> example design).]]
+
To do this, with either the ''Stage'' or ''Payload Bay'' selected, click on the ''Transition'' button and the ''Transition configuration'' window will pop up. The default ''Transition Configuration'' tab is the ''General'' tab. On this tab, change your entries in the circled areas below to match the entries shown. Then, click the ''Shoulder'' tab, and change your entries in the circled areas below to match the entries shown. Then, click the ''Close'' button.
  
 +
<table class="left">
 +
  <tr>
 +
    <th>Add a ''Transition''</th>
 +
    <td>'''[[File:11.03.01.Rocket_Build.Transition.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Change Specifications</th>
 +
    <td>'''[[File:11.03.06.Rocket_Build.Transition.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Transition'' Added</th>
 +
    <td>'''[[File:11.03.07.Rocket_Build.Transition.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
In this image, the rocket's <strong>body components</strong> and <strong>fin sets</strong> are represented with a continuous blue line; the rocket's <strong>inner components</strong> are represented with a continuous red line (the <strong>inner tube</strong> is also filled in with a grey background); and the <strong>mass objects</strong> are represented with either black or red dotted lines. It is also possible to customize the colour in which each part is represented, as will be shown later on. The image below shows how the top left-hand portion of the <em>Rocket design</em> window looks after the rocket design has been completed.
+
<br />
  
 +
=== Adding a Body Tube ===
  
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window after completing the rocket's design (taken from the <em>A simple model rocket</em> example design).]]
+
Now, do what you did to add the ''Payload Bay'', above, but select this body tube from the parts database:
  
 +
<table class="left">
 +
  <tr>
 +
    <th>Add a ''Body Tube''</th>
 +
    <td>'''[[File:11.04.01.Rocket_Build.Body_Tube.png|left|frameless|512 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Body Tube'' Added</th>
 +
    <td>'''[[File:11.04.02.Rocket_Build.Body_Tube.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
As you can see, the rocket's components have a tree-like structure: <br />
+
<br />
- the <strong>Rocket</strong>, called <em>A simple model rocket</em>, has only one stage: the <strong>Sustainer</strong>. <br />
 
- the <strong>Sustainer</strong> contains two <strong>body components</strong>:  a <strong>Nose cone</strong> and a <strong>Body tube</strong>. <br />
 
- the <strong>Body tube</strong> contains a <strong>fin set</strong> (in particular a <strong>Trapezoidal fin set</strong>), a <strong>Launch lug</strong>, three <strong>inner components</strong> (an <strong>Inner Tube</strong> and two <strong>Centering rings</strong>), and three <strong>mass objects</strong> (a <strong>Shock cord</strong>, a <strong>Parachute</strong>, and a <strong>Wadding</strong>). <br />
 
- the <strong>Inner tube</strong> contains an <strong>Engine block</strong>. <br />
 
This tree-like structure will be discussed further later in this guide. <br /><br />
 
  
The buttons visible on the left in the previous image have pretty straightforward functions. By selecting one of the rocket's components you can change its position in the list of components (but <strong>not</strong> its position in the rocket) by using the <em>Move up</em> and <em>Move down</em> buttons. You can also edit its characteristics (e.g., dimensions, material, mass, color used to represent it within the rocket) by using the <em>Edit</em> button--or you can delete it from the rocket completely using the <em>Delete</em> button. Notice that none of these buttons is active in the above image, since no component has been selected.<br /><br />
+
=== Adding Fins ===
  
You can also add an extra stage to your rocket by clicking the <em>New stage</em> button.
+
The bottom component are the fins. OpenRocket offers four types of fins, ''Trapezoidal'', ''Elliptical'', ''Free Form'', and ''Tube Fins''. For this design, ''Trapezoidal'' fins will be used.
  
== The <em>Flight simulations</em> window ==
+
With the ''Body Tube'' selected, click on the ''Trapezoidal'' fins button and the ''Trapezoidal Fin Set configuration'' window will pop up. On your default ''General'' tab, change your entries match the entries shown. Then, click click the ''Close'' button.
  
Now we have a look at the <em>Flight simulations</em> window, which you can access by selecting the <em>Flight simulations</em> tab in the top left-hand corner of the <em>OpenRocket main window</em>. Before designing your rocket or running any flight simulation, the <em>Flight simulations</em> window looks like this:
+
<table class="left">
 +
  <tr>
 +
    <th>Select ''Fin'' Type</th>
 +
    <td>'''[[File:11.05.01.Rocket_Build.Fins.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Select ''Fin'' Type</th>
 +
    <td>'''[[File:11.05.02.Rocket_Build.Fins.png|left|frameless|512 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
<br />
  
[[File:Empty_simulations.png|thumb|800 px|center|The <em>Flight simulations</em> window before designing the rocket and running any simulation.]]
+
Fins attach to another component, in this case the ''Body Tube''. As circled below, the fins are shown underneath the ''Body Tube'' on the component tree.
  
 +
<table class="left">
 +
  <tr>
 +
    <th>''Fins '' Added</th>
 +
    <td><br />'''[[File:11.05.03.Rocket_Build.Fins.png|left|frameless|1028 px|center]]'''<br /></td>
 +
  </tr>
 +
</table>
  
Notice that the bottom part of the window does not change when switching from the <em>Rocket Design</em> window to the <em>Flight simulations</em> window. Hence we only need to analyze the top part of the window. Here, most of the space is occupied by a currently blank space, where the technical details about your simulations will appear. Above this space there are five buttons, which allow you to <strong>program a new simulation</strong> (<em>New simulation</em>), <strong>edit a selected simulation</strong> (<em>Edit simulation</em>), for example by changing motor configuration or some atmospheric condition, <strong>run all the simulations you have programmed</strong> (<em>Run simulations</em>), <strong>remove the selected simulations</strong> (<em>Remove simulations</em>), or either <strong>plot or export some of the results of a selected simulation</strong>(<em>Plot/export</em>). (More on exporting simulation results in [[Rocket Analysis]].)<br /> <br />
+
<br />
  
The image below shows how the top part of the <em>Rocket Design</em> window looks after you have designed your rocket, programmed some simulations, and run them.
+
=== Adding a Launch Guide ===
  
 +
OpenRocket includes two styles of launch guides, ''Rail Buttons'' and a ''Launch Lug''. Because of the diameter of the body tube, a ''Launch Lug'' will be used for this design. As with fins, launch guides attach to another component, in this case the body tube.
  
[[File:Simulations.png|thumb|1000 px|center|The top half of the <em>Flight simulations</em> window after having programmed and run some simulations (taken from the <em>A simple model rocket</em> example design).]]
+
You should now be able to open the ''Launch Lug configuration'' window without assistance. So, open your ''Launch Lug configuration'' window, and change the specifications to match those shown below.
  
 +
<table class="left">
 +
  <tr>
 +
    <th>''Launch Lug'' Specifications</th>
 +
    <td>'''[[File:11.06.02.Rocket_Build.Launch_Lug.png|left|frameless|512 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Launch Lug'' Added</th>
 +
    <td>'''[[File:11.06.03.Rocket_Build.Launch_Lug.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
Notice that five of the six simulations that have been run have a green tick on the left: this means that the simulation has been completed without any <strong>warnings</strong>. Conversely, if the simulation has generated some <strong>warning</strong> while being run, a red exclamation mark is shown (as for the third simulation in the image above). To find out more about the warning, mouse-over the simulation (without clicking) as shown in the image below.
+
<br />
  
 +
----
  
[[File:Warning.png|thumb|1000 px|center|More information about <strong>warnings</strong> in the <em>Flight simulations</em> window.]]
+
[[#Rocket Configuration| &larr; Go to ''Rocket Configuration'']]
  
 +
----
  
It is possible to change the position of the columns containing the various technical simulation data by simply dragging any column left or right, as shown below:
+
<br />
  
 +
== Adding Internal Components ==
  
[[File:Columns.png|thumb|465 px|center|Moving columns in the <em>Flight simulations</em> window.]]
+
=== Selecting a Parachute and Shock Cord ===
  
 +
<table class="left">
 +
  <tr>
 +
    <th>Adding a ''Parachute''</th>
 +
    <td>'''[[File:11.07.03.Rocket_Build.Parachute.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Adding a ''Shock Cord''</th>
 +
    <td>'''[[File:11.08.01.Rocket_Build.Parachute.png|left|frameless|512 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Parachute'' and ''Shock Cord'' Added</th>
 +
    <td>'''[[File:11.08.02.Rocket_Build.Parachute.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
= The <em>main window</em>'s menus =
+
<br />
  
We now analyze the four <em>main window</em>'s menus, briefly explaining the function of each of the menus' options.
+
=== Selecting an Engine Block ===
  
 +
<table class="left">
 +
  <tr>
 +
    <th>Adding an ''Engine Block''</th>
 +
    <td>'''[[File:11.09.01.Rocket_Build.Engine_Block.png|left|frameless|512 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Engine Block'' Added</th>
 +
    <td>'''[[File:11.09.02.Rocket_Build.Engine_Block.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
== The <em>File</em> menu ==
+
<br />
  
The image below shows the options offered by the <strong><em>File</em></strong> menu, located in the top left-hand corner of OpenRocket's <em>main window</em>.
+
----
  
 +
[[#Adding External Components| &larr; Go to ''Adding External Components'']]
  
[[File:File.png|thumb|219 px|center|The <em>File</em> menu.]]
+
----
 
 
  
The function of each option in the <em>File</em> menu is pretty straightforward to understand: <br />
 
- <strong><em>New</em></strong> allows you to start a new project, without closing the project that is currently open. <br />
 
- <strong><em>Open...</em></strong> allows you to open a <em>*.ork</em> file that you have saved on your computer. <br />
 
- <strong><em>Open example...</em></strong> allows you to open one of the example projects (more on these later). <br />
 
- <strong><em>Save</em></strong> saves the changes you have made to a previously-saved project. <br />
 
- <strong><em>Save as...</em></strong> allows you to save the project you are working on to a new <em>*.ork</em> file. <br />
 
- <strong><em>Print/Export PDF</em></strong> opens a window like the one shown below (if you have already completed your rocket's design). From here you can select what to include in your print/PDF file; such as technical details of your rocket's components, templates of your rocket's fin sets, or even the design of your rocket. We suggest you try this option with one of the example projects to understand how each of these is represented when printing/exporting to PDF. More on printing and exporting to PDF in [[Rocket Analysis]].
 
 
<br />
 
<br />
- <strong><em>Close</em></strong> closes the current project (after asking for confirmation if there are unsaved changes). This will also exit the application if there was only one project open. <br />
 
- <strong><em>Quit</em></strong> exits the application, checking that you have saved all open projects.
 
  
 +
= Viewing Your Design =
  
[[File:PDF.png|thumb|431 px|center|The window that opens when <em>Print/Export PDF</em> is selected.]]
+
== Basic Views ==
  
 +
<br />With the airframe complete, you can view your design in either 2D (as above) or three 3D views. The most commonly used of which are ''3D Unfinished'' and ''3D Finished''<br />.
  
== The <em>Edit</em> menu ==
+
<table class="left">
 +
  <tr>
 +
    <th>''3D Unfinished'' View</th>
 +
    <td>'''[[File:11.06.03.Rocket_Build.3D_Unfinished.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''3D Finished'' View</th>
 +
    <td>'''[[File:11.06.04.Rocket_Build.3D_Finished.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
The image below shows the options offered by the <strong><em>Edit</em></strong> menu.
+
<br />
  
 +
== Adding Appearance Settings ==
  
[[File:Edit.png|thumb|154 px|center|The <em>Edit</em> menu.]]
+
<br />When changing ''Appearance'' settings, it is best to be in the ''3D Finished'' pane so that you can see the changes that you are making. So, let's start by changing the view to ''3D Finished''.
  
 +
<table class="left">
 +
  <tr>
 +
    <th>''3D Finished'' View</th>
 +
    <td>'''[[File:11.06.04.Rocket_Build.3D_Finished.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
These options are mostly the classic editing options: undo/redo some action (<strong><em>Undo</em></strong>/<strong><em>Redo</em></strong>) and cut/copy/paste/delete some element (<strong><em>Cut</em></strong>/<strong><em>Copy</em></strong>/<strong><em>Paste</em></strong>/<strong><em>Delete</em></strong>). We also have the following options: <br />
+
<br />
- <strong><em>Scale...</em></strong> opens the window shown below. Here you can choose to scale your rocket's size by some percentage (you can select from a range of 25% to 400%), starting from a specified dimension that can either be the one the rocket currently has or one you specify. By checking or unchecking the <em>Update explicit mass values</em> box, you can also decide whether or not the rocket's mass should be updated when scaling its volume.
 
  
 +
=== Changing Color ===
  
[[File:Scale.png|thumb|350 px|center|The <em>Scale</em> window.]]
+
<table class="left">
 +
  <tr>
 +
    <th></th>
 +
    <td><br />The first change that will be made is to select the color for and change the color of the nose cone. Double-click on the nose cone in the parts tree to open the ''Nose Cone configuration'' window, then select the ''Appearance tab''.<br /><br /></td>
 +
  </tr>
 +
  <tr>
 +
    <th>Nose Cone ''Appearance''</th>
 +
    <td>'''[[File:12.10.01.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td><br />Now, uncheck the '''Appearance''' ''Use default'' box. Then, Click on the ''Color'' box to open the ''Chose color'' window. Select the color of your choice (purple will be used here). Click ''OK'' to use your selection, then ''Close'' the ''Nose Cone configuration'' window.<br /><br /></td>
 +
  </tr>
 +
  <tr>
 +
    <th>Change Nose Cone Color</th>
 +
    <td>'''[[File:12.10.05.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Nose Cone Color Changed</th>
 +
    <td>'''[[File:12.10.06.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td><br />Repeat those steps for the ''Transition'', ''Body Tube'', ''Trapezoidal Fin Set'', and ''Launch Lug''; body tubes, launch lugs, and fins also have a '''Texture''' that will need to be set to ''none''.<br /><br /></td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:12.10.07.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td><br />Now for a little magic. Open the ''Payload Bay'' appearance tab, uncheck the '''Appearance''' ''Use default'' box, and set the ''Texture'' to ''none''. Then, click on the ''Color'' box to open the ''Choose color'' window. Click on a light blue color (the box shown with the '''X''' below), then click ''OK''. Now, set the ''Opacity'' to 20% and close the Payload Bay configuration window, and yoy have a transparent payload bay.<br /><br /></td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:12.10.11.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:12.10.12.Rocket_Build Appearance.Nose_Cone.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
<br />
  
- <strong><em>Preferences</em></strong> opens the <em>Preferences</em> window, as shown below. At the top of this window there are seven tabs which allow you to switch between various preference panes.
+
----
  
From the <em>General</em> pane, you can change the <strong>Interface Language</strong> to one of 13 translations. You'll need to restart OpenRocket to make the change take effect.
+
[[#Basic Views| &larr; Go to ''Basic Views'']]
  
You can also load <strong>User-defined thrust curves</strong>, for motors not yet represented in OpenRocket's library.
+
----
  
From this pane, you can also check for an <strong>Update</strong>, or set your preferences for <strong>Update checking</strong>.
+
<br />
  
 +
=== Adding Decals ===
  
<div style="background-color:#FFFF00;border:1px solid black;margin:5px;padding:5px;"><strong>At this writing (December 2020), OpenRocket 15.03 tries to contact an out-of-date update source, and will not find future updates</strong>.
+
One last bit of magic, let's apply a decal to the transparent Payload Bay.
<br/>You should <em>un-check</em> this box, and periodically check [http://openrocket.info/ OpenRocket.info] for information on the latest version.</div>
 
  
 +
But, before beginning, save this image to your device.
  
[[File:Prefs-General.png|thumb|1000 px|center|The <em>General</em> pane of the <em>Preferences</em> window.]]
+
<table class="left">
 +
  <tr>
 +
    <th>Decal</th>
 +
    <td>'''[[File:12.10.13.Rocket_Build Appearance.Decal.png|left|frameless|128 px|center]]'''<br /><br />With the decal saved to your device, you're ready to start.</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Select Decal from File</th>
 +
    <td>Open the Payload Bay configuration window and select the ''Appearance'' tab. Click on the ''Texture'' type to activate the selection drop-down, and select ''From file...''. Now, navigate to where you saved the decal, and select it.<br /><br />'''[[File:12.10.16.Rocket_Build Appearance.Payload_Bay.Decal.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td><br />To size and position the decal, first change the ''Repeat'' type to ''Sticker'' (you only want one symbol on the Payload Bay), then change the "Scale'' and ''Offset'' "x" and "y" values to those shown below.<br /><br /></td>
 +
  </tr>
 +
  <tr>
 +
    <th>Decal Type, Size and Position</th>
 +
    <td>'''[[File:12.10.19.Rocket_Build Appearance.Payload_Bay.Decal.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td>'''[[File:12.10.20.Rocket_Build Appearance.Payload_Bay.Decal.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
And, there you have it. A decal on a transparent payload bay.
  
The <strong>Design</strong> tab brings up a preference pane where you can tell OpenRocket where to <strong>Position new body components</strong>, the default <strong>Size of text</strong>, the <strong>Default Mach number</strong> for Center of Pressure estimation, and OpenRocket's behavior in the <em>Design</em> window.
 
  
 +
So, let's see what you've learned, and extend your knowledge. See is you can follow the screens below without any instructions.
  
[[File:Prefs-Design.png|thumb|1000 px|center|The <em>Design</em> pane of the <em>Preferences</em> window.]]
+
<table class="left">
 +
  <tr>
 +
    <th>Decal</th>
 +
    <td>'''[[File:12.10.21.Rocket_Build Appearance.Fins.png|left|frameless|128 px|center]]'''<br /><br />Save this image to your device</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Split the Fins</th>
 +
    <td><br />'''[[File:12.11.03.Rocket_Build Appearance.Fins.png|left|frameless|1028 px|center]]'''<br />After splitting the fins, <Font color="red">'''SAVE AND REOPEN THE DESIGN FILE'''</Font>, then view in ''3d Finished''.</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td></td>
 +
  </tr>
 +
  <tr>
 +
    <th>Change Appearance of ''Fin #2'' and ''Fin #3''</th>
 +
    <td><br />'''[[File:12.11.11.Rocket_Build Appearance.Fins.png|left|frameless|1024 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th></th>
 +
    <td><br />'''[[File:12.11.12.Rocket_Build Appearance.Fins.png|left|frameless|1024 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
<br />
  
The <strong>Simulation</strong> tab brings up a preference pane where you can control OpenRocket's behavior when working with simulations, and the options it uses for calculation in the <em>Flight simulations</em> window.
+
----
  
 +
[[#Changing Color| &larr; Go to ''Changing Color'']]
  
[[File:Prefs-Simulation.png|thumb|1000 px|center|The <em>Simulation</em> pane of the <em>Preferences</em> window.]]
+
----
  
 +
<br />
  
The <strong>Launch</strong> tab brings up a preference pane where you can fix OpenRocket's default <strong>Wind</strong>,<strong>Atmospheric conditions</strong>, <strong>Launch site</strong>, and <strong>Launch rod</strong>, as used in the <em>Flight simulations</em> window.
+
== Viewing in ''Photo Studio'' ==
  
 +
<br />
  
[[File:Prefs-Launch.png|thumb|1000 px|center|The <em>Launch</em> pane of the <em>Preferences</em> window.]]
+
So, what will this bird look like in Flight? To really find that out, you need to add a motor first.
  
 +
=== Selecting a Motor ===
  
The <strong>Units</strong> tab brings up a preference pane where you can set your <strong>preferred units</strong> for every parameter, and completely reset <strong>metric</strong> or <strong>imperial</strong> units as used in all <em>OpenRocket</em> inputs.
+
<table class="left">
 +
  <tr>
 +
    <th>''Motors & Configuration'' tab</th>
 +
    <td>Select the ''Motors & Confirguration'' tab, then make sure that the correct motor tube is selected before clicking ''New Configuration''.<br /><br />'''[[File:12.12.02.Rocket_Build Motor.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Select a Rocket Motor''</th>
 +
    <td><br />When you select ''New Configuration'', the ''Select a rocket motor'' window opens. For this example, select the Estes D-12-7, then click ''OK''.<br /><br />'''[[File:12.12.03.Rocket_Build Motor.png|left|frameless|720 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>Select ''Flight Configuration''</th>
 +
    <td>Now, select the D-12-7 as the ''Flight Configuration'', and you're ready to go to the ''Photo Studio''.<br /><br />'''[[File:12.12.05.Rocket_Build Motor.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
 +
=== Flying in ''Photo Studio'' ===
  
[[File:Prefs-Units.png|thumb|1000 px|center|The <em>Units</em> pane of the <em>Preferences</em> window.]]
+
<table class="left">
 +
  <tr>
 +
    <th>Open ''Photo Studio''</th>
 +
    <td>Are you ready to see your rocket fly? The, open ''Photo Studio''.<br /><br />'''[[File:12.12.01.Rocket_Build Photo_Studio.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Select a Rocket Motor''</th>
 +
    <td><br />Here it is.<br /><br />'''[[File:12.12.02.Rocket_Build Photo_Studio.png|left|frameless|1080 px|center]]'''</td>
 +
  </tr>
 +
  <tr>
 +
    <th>''Flame'' Effect</th>
 +
    <td><br />So why did you need a motor? Because, '''you can't create flames without it'''.<br /><br />'''[[File:12.12.03.Rocket_Build Photo_Studio.png|left|frameless|1028 px|center]]'''</td>
 +
  </tr>
 +
</table>
  
  
The picture below shows the <em>Materials</em> pane of the <em>Preferences</em> window. Here you can manage all of the available materials for the rocket component, by either <strong>editing the characteristics</strong> of the materials (i.e., their name and density) through the <em>Edit</em> button, or you can <strong>delete</strong> a material through the <em>Delete</em> button. You can also <strong>add new materials</strong> if you wish, by clicking the <em>New</em> button and setting the material's name, type and density.
+
Now, experiment to your heart's content.
  
 +
<br />
  
[[File:Materials.png|thumb|1000 px|center|The <em>Materials</em> pane of the <em>Preferences</em> window.]]
+
----
  
 +
[[#Adding Decals| &larr; Go to ''Adding Decals'']]
  
The <strong>Graphics</strong> tab brings up a preference pane where you can choose your preferred <strong>Graphics Editor</strong> (for example, Photoshop, MS-Paint, GIMP, Affinity Photo, etc.), and enable and set parameters for <strong>3D Graphics</strong> in the <em>Rocket design</em> window.
+
----
  
 
+
<br />
[[File:Prefs-Graphics.png|thumb|1000 px|center|The <em>Graphics</em> pane of the <em>Preferences</em> window.]]
 
 
 
== The <em>Tools</em> menu ==
 
 
 
The image below shows the options offered by the <strong><em>Tools</em></strong> menu.
 
 
 
 
 
[[File:ToolsMenu.png|thumb|173 px|center|The <em>Tools</em> menu.]]
 
 
 
 
 
- The <strong><em>Component analysis</em></strong> option opens a window like the one shown below. Here, technical information for the rocket's <strong>external components</strong> and fin sets is displayed. Using the scroll bars in the top half of the window you can also change some parameters, such as <strong>wind direction</strong>, <strong>angle of attachment</strong>, <strong>mach number</strong> and <strong>roll rate</strong>. More on the <em>component analysis</em> window in [[Rocket Analysis]].
 
 
 
 
 
[[File:Component analysis.png|thumb|812 px|center|The <em>Component analysis</em> window, opened from the <em>A simple model rocket</em> example design.]]
 
 
 
 
 
- The <strong><em>Rocket optimization</em></strong> option opens a window like the one shown below. From here you can optimize the performance of your rocket by selecting exactly which performance to optimize from the <strong><em>Optimized</em></strong> drop-down list. More on the <em>rocket optimization</em> window in [[Rocket Analysis]].
 
 
 
 
 
[[File:Optimization.png|thumb|992 px|center|The <em>Optimization</em> window, opened from the <em>A simple model rocket</em> example design.]]
 
 
 
 
 
- The <strong><em>Custom expressions</em></strong> option opens a window for adding and editing custom expressions, as shown below. In OpenRocket, you're not limited to using the built-in simulation variables in your plots and analysis. With the custom expression feature, you can write expressions to calculate other values of interest during the simulation. These can then be plotted or exported just like the built-in variables. More on the <em>Custom Expression</em> window in [[Custom Expressions]].
 
 
 
 
 
[[File:CustomExpressions.png|thumb|731 px|center|The <em>Custom Expressions</em> window.]]
 
 
 
 
 
- OpenRocket's <strong><em>Photo Studio</em></strong> (seen below) lets you visualize your rocket in flight, over a variety of backgrounds, in a variety of attitudes and lighting. Effects let you customize its engine exhaust and the way it's depicted. You can adjust parameters with the dialog panel, and adjust the view with the mouse. The best way to learn about the Photo Studio is to start playing with it - it's pretty fun, and if you've given your rocket color and assigned realistic materials, it can look very good!
 
 
 
 
 
[[File:PhotoStudio.png|thumb|1000 px|center|The <em>Photo Studio</em> window.]]
 
 
 
 
 
== The <em>Help</em> menu ==
 
 
 
The image below shows the options offered by the <strong><em>Help</em></strong> menu.
 
 
 
 
 
[[File:Help.png|thumb|424 px|center|The <em>Help</em> menu.]]
 
 
 
 
 
The functions of the options in the <em>Help</em> menu are as follow: <br /><br />
 
- <strong><em>Guided tours</em></strong> opens a window containing guided tours of some of OpenRocket's functionality. These tours are works in progress, and not exhaustive. <br />
 
 
 
 
 
[[File:GuidedTours.png|thumb|738 px|center|The <em>Guided Tour</em> panel, with a tour open.]]
 
 
 
 
 
 
 
- <strong><em>Bug report</em></strong> opens a bug report form that you can complete and email to the developers. <br />
 
 
 
 
 
<div style="background-color:#FFFF00;border:1px solid black;margin:5px;padding:5px;"><strong>At this writing (December 2020), OpenRocket 15.03 tries to contact an out-of-date bug-submission page, and will not submit the bug</strong>. You may see an error dialog with an email address. <strong>Do not</strong> submit to this email - it's not monitored.
 
<br/>Instead, fill out the report with steps to trigger, description, etc., then copy the text from this window and file your bug report as an issue at [https://github.com/openrocket/openrocket/issues OpenRocket's Issue List] on Github.</div>
 
 
 
 
 
[[File:BugReport.png|thumb|931 px|center|The <em>Bug Report</em> panel]]
 
 
 
 
 
- <strong><em>Debug log</em></strong> opens the OpenRocket debug log. The debug log is mostly of interest to developers. The log window lets you filter to see all kinds of information about what OpenRocket is doing.<br />
 
 
 
 
 
[[File:DebugLog.png|thumb|1408 px|center|The <em>Debug Log</em> panel.]]
 
 
 
 
 
- <strong><em>License</em></strong> opens a window containing OpenRocket's license. <br />
 
- <strong><em>About</em></strong> opens a window containing summary information about this project. <br /><br />
 

Latest revision as of 03:50, 7 November 2024

↑ Back to Contents

The current User's Guide is very much a work in progress, any help would be greatly appreciated!
If you'd like to contribute something, just hit the 'Edit' tab at the top.



In this section we have a look at how OpenRocket is organized, by analyzing in detail the structure of the user interface. We will also briefly mention the Example projects that are accessible from the File menu. After reading this section you will have a thorough understanding of how OpenRocket is structured, and will be ready to start designing a rocket of your own. If you already know how this program is organized, feel free to jump to Basic Rocket Design, the next section.


The User interface[edit]

The OpenRocket user interface is divided horizontally into four sections, the Main Menu (green); the Task Tabs (black); the Rocket Design, Motors & Configuration, and Flight Simulation Pane (red), and the Rocket Views Pane (blue).

UI of OpenRocket divided into four

Main Menu[edit]

Menu Item Description
File
02.04.01.File Menu.png
The File Menu is divided into five divisions by function, (1) file opening options; (2) file saving options; (3) import and export options; and (4) closing and (5) quitting options.
- New allows you to start a new project without closing the project that is currently open; you can have more than one project open at the same time. If you start a new project when you have not already started (made changes to) the current project, a new project will be opened and the empty project will be closed, leaving one project open.
- Open... allows you to open an *.ork file that you have previously saved on your computer.
- Open Recent opens a pull-down menu of recently opened filed from which you may choose one to reopen.
- Open Example allows you to select from and open an example project included with OpenRocket.
- Save saves the changes you have made to a project that you have opened or previously saved, without changing the current filename or location of the file.
- Save as... allows you to save the project you are working as a different filename and/or a different file location.
- Export as allows you to export the project you are working on to a different file format, such as a Rocksim 10 (.rkt) file.
- Save decal image allows you to save a decal image file used in your project (currently only the first decal). However, this option is not available until you actually add a decal to your project.
- Print design info... allows you to select elements to print or export to a *.pdf" file from a drop-down menu; such as the technical details of your rocket's components, templates for your rocket's fin sets, or even the design of your rocket.
- Close design exits the current project (you will be asked whether to save unsaved changes); close also exits OpenRocket if there are no other projects open.
- Quit exits OpenRocket, checking to ensure that you have saved or may save each open project.
Edit
OR.Guide.User Interface.04.02.File.png
The Edit Menu is divided into three types of operations, (1) undoing and redoing an action; (2) cutting, copying, pasting, and deleting components and text; and scaling the rocket and system preference.
Tools
OR.Guide.User Interface.04.03.File.png
The Tools Menu provides design tools which allow the user to analyze the effect of specific components, optimize particular rocket characteristics, create custom expressions for specialized to analysis, and a photo studio which displays the rocket in 3D with a variety of backgrounds and effects.
Help
OR.Guide.User Interface.04.04.File.png
The Help Menu is divided into three sections, (1) guided tours demonstrating the use of OpenRocket; (2) bug reporting and debugging tools to assist users provide feedback to the developers; and (3) licensing and version and other general information about OpenRocket.

← Go to The User interface



Task Tabs[edit]

The windows shown below utilize the A simple model rocket example included with OpenRocket.

Rocket Design
01.02.Rocket Design.Tab.png
The Rocket Design tab is divided into three sections, the component tree, component arrangement buttons, and component selection buttons. The components available in OpenRocket are divided into four classes based upon component function. These classes are assembly components, body components and fin sets (external components), internal components, and mass components (which include electronics and recovery components). Components are greyed out until it would be appropriate to add that component type. As components are added, you will see the component tree (on the left side of the window, grow with each component added. For a detailed description of each component, see Component Details.

Motors & Configuration
02.02.Motor-Configuration.Tab.png
The Motors & Configurations tab is where you select motors, recovery events, and stage timing. Motor configuration options include creating new configurations, renaming existing configurations, removing (deleting) configurations, and copying configurations. With a specific configuration selected, you may select (or select a different) motor, remove the motor, or select and reset the motor ignition timing. For more motors and configuration utilization details, see Motors & Configuration Details.

Flight Simulations
03.02.Flight simulations.Tab.png
The Flight Simulations tab is where you manage and flight simulations and flight simulation plots. From here, you can add new simulations, or edit, run, or delete existing simulations. Select a single simulation, and you can even plot and export the simulation results. For more details on how to use these functions, see Flight Simulations Details.


← Go to Main Menu



Rocket Views[edit]

The windows shown below utilize the A simple model rocket example included with OpenRocket.

The Top View, Side View, and Back View are line drawings, similar to a blueprint that shows all of the rocket components and the placement of those components. Almost all of your design work will take place in the top, side, and back views.
Top/Side/Back View
Getting Started.Rocket Views.Top View.jpg
Getting Started.Rocket Views.Side View.jpg
Getting Started.Rocket Views.Back View.jpg

The 3D Figure and 3D Unfinished view allow you to look through the rockets exterior to view many of the interior components. These views can help you more clearly see the relationship between the placement of different components inside the airframe.
3D Figure/3D Unfinished
Getting Started.Rocket Views.3D Figure.jpg
Getting Started.Rocket Views.3D Unfinished.jpg

The 3D Finished view shows you what the rocket will look like when finished. OpenRocket allows you to select component colors, inside and outside of outer tubes, right side or left side of fins, and even creating transparent components, all with or without decals (transparent or opaque).
3D Finished
Getting Started.Rocket Views.3D Finished.jpg

← Go to Task Tabs



Become Familiar with OpenRocket[edit]

For new users of OpenRocket, before attempting to create your own custom rocket design, it is strongly recommended that you become familiar with the OpenRocket user interface and generally accepted rocket design principles by opening and looking at how an example is assembled, making changes to the example, and understanding how to simulate flights. The example designs are found here:

File → Example... →
2023.01.Open Example.png

← Go to Rocket Views



The Basics of Using OpenRocket[edit]

Rocket Configuration[edit]

To build your first rocket, start OpenRocket, then double click the Rocket label at the top of the component tree to open the Rocket configuration pop-up window. OpenRocket allows you to name your design, identify the designer, make comments, and create a revision history.

The default design name is Rocket, but that name can be changed, and a design name change also changes the name of the rocket shown on the component tree. So, rename your design and enter the designer, comments, and revision history information you desire.

Double-Click Rocket
04.01.02.Rocket Configuration.png
Rename Rocket
04.01.05.Rocket Configuration.Rename.png

← Go to Become Familiar with OpenRocket



Adding External Components[edit]

Now it's time to start putting together components to build the rocket design. The generally accepted way of putting together a rocket design is from top to bottom, from nose to tail. So, we'll add the nose cone first.

Selecting a Nose Cone[edit]

With the Stage selected, click on the Nose Cone button and the Nose Cone configuration window will pop up. Then, select From database... to open the Choose component present window. From here, you can select from the pre-loaded parts database. Select the nose cone shown below, and click the Close button, then close the Nose Cone configuration window.

Selecting a Nose Cone
11.01.03.Rocket Build.Nose Cone.png
Getting Started.Components.Nose Cone.Parts Library.Highlighted.jpg
Nose Cone Added
Getting Started.Components.Nose Cone.jpg

Congratulations, you've just added your first component.


Adding a Payload Bay[edit]

So that a few "appearance" can be demonstrated later, a payload bay will be added after the nose cone. To do this, with either the Stageor Nose Cone selected, click on the Body Tube button and the Body Tube configuration window will pop up. Then, select From database... to open the Choose component present window. From here, you can select from the pre-loaded parts database. Select the body tube shown below, and click the Close button, then close the Body Tube configuration window.

Add a Body Tube
11.02.01.Rocket Build.Payload Bay.png
11.02.05.Rocket Build.Payload Bay.png
Payload Bay Added
11.02.06.Rocket Build.Payload Bay.png


Adding a Transition[edit]

Transitions are most often used to connect body tubes with different diameters. But, a transition can also be used to connect two body tubes of the same diameter, as will be done here.

To do this, with either the Stage or Payload Bay selected, click on the Transition button and the Transition configuration window will pop up. The default Transition Configuration tab is the General tab. On this tab, change your entries in the circled areas below to match the entries shown. Then, click the Shoulder tab, and change your entries in the circled areas below to match the entries shown. Then, click the Close button.

Add a Transition
11.03.01.Rocket Build.Transition.png
Change Specifications
11.03.06.Rocket Build.Transition.png
Transition Added
11.03.07.Rocket Build.Transition.png


Adding a Body Tube[edit]

Now, do what you did to add the Payload Bay, above, but select this body tube from the parts database:

Add a Body Tube
11.04.01.Rocket Build.Body Tube.png
Body Tube Added
11.04.02.Rocket Build.Body Tube.png


Adding Fins[edit]

The bottom component are the fins. OpenRocket offers four types of fins, Trapezoidal, Elliptical, Free Form, and Tube Fins. For this design, Trapezoidal fins will be used.

With the Body Tube selected, click on the Trapezoidal fins button and the Trapezoidal Fin Set configuration window will pop up. On your default General tab, change your entries match the entries shown. Then, click click the Close button.

Select Fin Type
11.05.01.Rocket Build.Fins.png
Select Fin Type
11.05.02.Rocket Build.Fins.png


Fins attach to another component, in this case the Body Tube. As circled below, the fins are shown underneath the Body Tube on the component tree.

Fins Added
11.05.03.Rocket Build.Fins.png


Adding a Launch Guide[edit]

OpenRocket includes two styles of launch guides, Rail Buttons and a Launch Lug. Because of the diameter of the body tube, a Launch Lug will be used for this design. As with fins, launch guides attach to another component, in this case the body tube.

You should now be able to open the Launch Lug configuration window without assistance. So, open your Launch Lug configuration window, and change the specifications to match those shown below.

Launch Lug Specifications
11.06.02.Rocket Build.Launch Lug.png
Launch Lug Added
11.06.03.Rocket Build.Launch Lug.png



← Go to Rocket Configuration



Adding Internal Components[edit]

Selecting a Parachute and Shock Cord[edit]

Adding a Parachute
11.07.03.Rocket Build.Parachute.png
Adding a Shock Cord
11.08.01.Rocket Build.Parachute.png
Parachute and Shock Cord Added
11.08.02.Rocket Build.Parachute.png


Selecting an Engine Block[edit]

Adding an Engine Block
11.09.01.Rocket Build.Engine Block.png
Engine Block Added
11.09.02.Rocket Build.Engine Block.png



← Go to Adding External Components



Viewing Your Design[edit]

Basic Views[edit]


With the airframe complete, you can view your design in either 2D (as above) or three 3D views. The most commonly used of which are 3D Unfinished and 3D Finished
.

3D Unfinished View
11.06.03.Rocket Build.3D Unfinished.png
3D Finished View
11.06.04.Rocket Build.3D Finished.png


Adding Appearance Settings[edit]


When changing Appearance settings, it is best to be in the 3D Finished pane so that you can see the changes that you are making. So, let's start by changing the view to 3D Finished.

3D Finished View
11.06.04.Rocket Build.3D Finished.png


Changing Color[edit]


The first change that will be made is to select the color for and change the color of the nose cone. Double-click on the nose cone in the parts tree to open the Nose Cone configuration window, then select the Appearance tab.

Nose Cone Appearance
12.10.01.Rocket Build Appearance.Nose Cone.png

Now, uncheck the Appearance Use default box. Then, Click on the Color box to open the Chose color window. Select the color of your choice (purple will be used here). Click OK to use your selection, then Close the Nose Cone configuration window.

Change Nose Cone Color
12.10.05.Rocket Build Appearance.Nose Cone.png
Nose Cone Color Changed
12.10.06.Rocket Build Appearance.Nose Cone.png

Repeat those steps for the Transition, Body Tube, Trapezoidal Fin Set, and Launch Lug; body tubes, launch lugs, and fins also have a Texture that will need to be set to none.

12.10.07.Rocket Build Appearance.Nose Cone.png

Now for a little magic. Open the Payload Bay appearance tab, uncheck the Appearance Use default box, and set the Texture to none. Then, click on the Color box to open the Choose color window. Click on a light blue color (the box shown with the X below), then click OK. Now, set the Opacity to 20% and close the Payload Bay configuration window, and yoy have a transparent payload bay.

12.10.11.Rocket Build Appearance.Nose Cone.png
12.10.12.Rocket Build Appearance.Nose Cone.png



← Go to Basic Views



Adding Decals[edit]

One last bit of magic, let's apply a decal to the transparent Payload Bay.

But, before beginning, save this image to your device.

Decal
12.10.13.Rocket Build Appearance.Decal.png


With the decal saved to your device, you're ready to start.
Select Decal from File Open the Payload Bay configuration window and select the Appearance tab. Click on the Texture type to activate the selection drop-down, and select From file.... Now, navigate to where you saved the decal, and select it.

12.10.16.Rocket Build Appearance.Payload Bay.Decal.png

To size and position the decal, first change the Repeat type to Sticker (you only want one symbol on the Payload Bay), then change the "Scale and Offset "x" and "y" values to those shown below.

Decal Type, Size and Position
12.10.19.Rocket Build Appearance.Payload Bay.Decal.png
12.10.20.Rocket Build Appearance.Payload Bay.Decal.png

And, there you have it. A decal on a transparent payload bay.


So, let's see what you've learned, and extend your knowledge. See is you can follow the screens below without any instructions.

Decal
12.10.21.Rocket Build Appearance.Fins.png


Save this image to your device
Split the Fins
12.11.03.Rocket Build Appearance.Fins.png

After splitting the fins, SAVE AND REOPEN THE DESIGN FILE, then view in 3d Finished.
Change Appearance of Fin #2 and Fin #3
12.11.11.Rocket Build Appearance.Fins.png

12.11.12.Rocket Build Appearance.Fins.png



← Go to Changing Color



Viewing in Photo Studio[edit]


So, what will this bird look like in Flight? To really find that out, you need to add a motor first.

Selecting a Motor[edit]

Motors & Configuration tab Select the Motors & Confirguration tab, then make sure that the correct motor tube is selected before clicking New Configuration.

12.12.02.Rocket Build Motor.png
Select a Rocket Motor
When you select New Configuration, the Select a rocket motor window opens. For this example, select the Estes D-12-7, then click OK.

12.12.03.Rocket Build Motor.png
Select Flight Configuration Now, select the D-12-7 as the Flight Configuration, and you're ready to go to the Photo Studio.

12.12.05.Rocket Build Motor.png

Flying in Photo Studio[edit]

Open Photo Studio Are you ready to see your rocket fly? The, open Photo Studio.

12.12.01.Rocket Build Photo Studio.png
Select a Rocket Motor
Here it is.

12.12.02.Rocket Build Photo Studio.png
Flame Effect
So why did you need a motor? Because, you can't create flames without it.

12.12.03.Rocket Build Photo Studio.png


Now, experiment to your heart's content.



← Go to Adding Decals