http://wiki.openrocket.info/api.php?action=feedcontributions&user=Hcraigmiller&feedformat=atomOpenRocket wiki - User contributions [en]2024-03-28T09:36:54ZUser contributionsMediaWiki 1.35.0http://wiki.openrocket.info/index.php?title=Tips&diff=35736Tips2022-10-12T04:51:16Z<p>Hcraigmiller: /* Model Subassemblies or Subcomponents */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Component Details|&larr; Component Details (Appendix B)]]</div><br />
<div style="float: right;">[[List of useful custom expressions|List of useful custom expressions (Appendix D) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
This page collects a list of short (1-3 sentences) tips for using OpenRocket. Later on they may be included in the software as a "tip of the day" system.<br />
<br />
= General use =<br />
<br />
* You can type in equations in the entry fields instead of numbers. For example, to double a length you can type '''3.1*2'''.<br />
<br />
* The component tree will display any component comments as tool tips. You can set the comment on the '''Comment''' tab of the component configuration dialog.<br />
<br />
* If you want to always load a specific .ork file, you can specify the filename as a command line argument when starting openrocket.<br />
<br />
* You can choose your preferred units from '''Edit''' &rarr; '''Preferences...'''. You can individually change the units by clicking the unit symbol. <br />
<br />
= Rocket design =<br />
<br />
* A rocket design can have a number of ''motor configurations''. When simulating a flight, you select which motor configuration you use. You can edit the motor configurations using '''Tools''' &rarr; '''Motor configurations...'''<br />
<br />
* Motors can be attached to either body tubes or inner tubes. You can attach one on the '''Motor''' tab of the configuration dialog.<br />
<br />
* You can scale a single component or an entire design using '''Edit''' &rarr; '''Scale...'''<br />
<br />
* You can define custom materials by selecting '''Custom''' from the bottom of a material selection list.<br />
<br />
* You can select ready components from the preset dropdown on the top-right of the component editing dialog. Tick the box in the table to add the component to the dropdown menu.<br />
<br />
* You can select components by clicking them in the diagram, or edit them by double-clicking.<br />
<br />
* To get the best accuracy possible, you can weight your components and enter the override the calculated weight on the '''Override' tab when editing components.<br />
<br />
* You can define through-the-wall fin tabs on the '''Fin tabs''' tab when editing a fin set.<br />
<br />
* Your rocket's surface roughness can affect flight altitude significantly. Select the appropriate roughness on the '''Component finish''' dropdown. You can set the same finish for all components by clicking '''Set for all'''.<br />
<br />
* You will see immediate results of a flight simulation on the lower-left corner of the design diagram. This reflects a flight with your currently selected motor configuration.<br />
<br />
* In case OpenRocket cannot reliably compute the aerodynamic properties of the rocket, you will see warnings on the lower-right corner of the design diagram.<br />
<br />
* You can create clustered rockets easily using the '''Cluster''' tab when editing Inner tubes. Any motors or components attached to the inner tube will be present on all copies of the inner tube.<br />
<br />
* Centering rings, Engine blocks, Couplers and Bulkheads can automatically compute the relevant dimensions from the other components when the '''Automatic''' checkbox is selected.<br />
<br />
* You can simulate launch rails or pins by creating filled launch lugs of the corresponding size.<br />
<br />
* Only body components and fin sets affect the aerodynamics of the rocket. Even if an internal component extrudes outside of the body tube, its effect will not be taken into account in simulations!<br />
<br />
* You can add stages to your rocket by pressing '''New stage''' on the main screen. Stage separation is configured on the '''Separation''' tab when editing a stage.<br />
<br />
* You can fully customize the simulation plots on the '''Plot data''' tab. Choose one of the preset configurations or experiment with the other options.<br />
<br />
* You can export simulated flight data to be analyzed by another program using the '''Export data''' tab when editing a simulation.<br />
<br />
* The ball on the left side of the simulation table indicates the state of the simulation. Grey means that the simulation has not yet been run, red that the design has been changed since the simulation was last run, yellow means the data has been loaded from a file, and green means it is up-to-date.<br />
<br />
* If a potential problem occurred during a simulated flight, you will see a red exclamation mark (!) next to your simulation. Hover over the simulation to see what the warning is about.<br />
<br />
* You can duplicate components or move them to another design by using normal copy-paste functionality.<br />
<br />
* You can move components by drag-dropping them in the component tree.<br />
<br />
* You can examine details on the stability and drag characteristics of your rocket using '''Tools''' &rarr; '''Component analysis...'''<br />
<br />
* You can optimize the shape, size or mass of your rocket using '''Tools''' &rarr; '''Rocket optimization...'''<br />
<br />
* Custom expressions allow you to compute flight parameters that are not computed by OpenRocket by default. You define them using '''Tools''' &rarr; '''Custom expressions...''' See [https://sourceforge.net/apps/mediawiki/openrocket/index.php?title=List_of_useful_custom_expressions the wiki] for ideas.<br />
<br />
= How To. . . =<br />
<br />
This section is intended to demonstrate construction and simulation techniques used to implement a variety of building methods. <br />
<br />
== Model an Adjustable Weight System ==<br />
<br />
A number of users have asked about how to implement an adjustable weight system that allows the rocket's mass to be adjusted for different configurations. The following is a basic example of how this can be done.<br />
<br />
<font color="red">This technique requires OpenRocket 22.02 '''''beta 5 or higher'''''.</font color><br />
<br />
During the construction phase, component mass values are commonly updated to reflect actual measured component weights, rather than the values provided by OpenRocket. In addition, subassembly mass overrides can also be used to imitate the weight of adhesives and other elements used during construction. Ultimately, the goal is to have the total mass in OpenRocket be the same as the actual measured weight of the rocket. After accomplishing that, you may also need to add weight to adjust the rocket's center of gravity when larger motors are used. This is where adjustable weight systems come into play.<br />
<br />
=== Preparation for the Adjustable Nose Weight ===<br />
<br />
The steps to model an adjustable weight system are listed below, designated as optional or required.<br />
<br />
1. '''Override Component Masses''' -- If an OpenRocket provided component mass differs from the ''weighed'' component mass, then override the component mass with the actual weight. [Optional]</br><br />
2. '''Override Subassembly Masses''' -- As subassemblies are completed, weigh the subassembly and override the primary component mass with the actual weight of the entire subassembly, checking the box to "Override mass, CG, and CD of all subcomponents". [Optional]</br><br />
3. '''Add Construction Weight Adjustment''' -- When construction is complete, including the finish, weigh the '''''flight ready''''' rocket and measure its center of gravity from the tip of the rocket; ''flight ready means that ('''except for the motor''') the rocket could be placed on the pad and launched''. Then, add a mass component to the design (usually to the nose cone) with a mass equal to the difference between the estimated weight and the actual weight of the rocket. Once that is done, override the CG of the weight and move its distance from the tip of the rocket backward until the estimated CG matches the measured CG. <font color="red">[Required]</font color></br><br />
4. '''Add an Adjustable Weight''' -- ''An adjustable nose weight is not an actual component''; it is a specific use of the ''Stage configuration'' overrides. Open the ''Stage configuration'' window and check the ''Override mass'' box; ''at this point it should have a value of zero''. Then, check the ''Override center of gravity'' box and set its value to the distance between the tip of the nose cone and the center of your adjustable weight system. <font color="red">'''''DO NOT'''''</font color> check the box to "Override mass, CG, and CD of all subcomponents." <font color="red">[Required]</font color></br><br />
5. '''Additional Motors''' -- Select next motor configuration and repeat Steps 3 and 4 for each additional motor configuration.</br><br />
6. '''Actually Add Additional Weight to Rocket''' -- ''Don't forget to '''add the additional weight to the adjustable weight system in your rocket'''.''</br><br />
<br />
=== Using the Adjustable Nose Weight ===<br />
<br />
In OpenRocket, select the desired flight configuration (motor) and verify its stability. If a greater margin of stability is desired or required:<br />
* Open the ''Stage configuration'' window and increase the override mass until the desired stability margin is reached. <font color="red">'''''DO NOT'''''</font color> change the ''Override center of gravity'' distance and <font color="red">'''''DO NOT'''''</font color> check the box to "Override mass, CG, and CD of all subcomponents."</br><br />
* '''Add''' this additional mass to your adjustable weight system.</br><br />
<br />
=== Let's Try It. . . ===<br />
<br />
This demonstration assumes that the user understands how to implement Steps 1 through 3, above. The following requires beta 5 and above to and demonstrates how to add an adjustable nose weight system to the Apocalypse example included with OpenRocket; in this demonstration, the mass unit is in ounces and the length unit is in inches.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<th>What You Do and See</th><br />
</tr><br />
<th>Step 1</th><br />
<td>Open the Apocalypse example included with OpenRocket beta 5 or higher and set the ''Flight configuration'' to "No motors." The ''Mass with no motor'' will be 141 oz. and the ''CG'' will be 41.665 in. from the tip of the rocket.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Apocolypse.01.02.Flight_Config.No_Motor.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, look at the ''Stage'' assembly component in the component tree, and open the ''Stage configuration'' window. Both the component tree and the stage configuration window show that the mass and CG overrides are active, including the subcomponent override.</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td></td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Apocolypse.02.02.Stage.Config.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>And, because the override subcomponents box is checked, the rocket's mass is the overriden mass value and the rocket's CG is the overriden distance from the tip of the rocket to the CG.</td><br />
</tr><br />
<th></th><br />
<td></td><br />
</tr><br />
<th>Step 2</th><br />
<td>In the ''Stage configuration'' window, uncheck the override subcomponents box, then change the mass override value so that the rocket's total mass is 141 oz. (the new value should be 71.3 oz.), then change the CG override distance so that the rocket's CG is 41.665 in. from the tip of the rocket (the new value should be 38.587 in.).</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.03.02.Stage.Config.Corrected.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>In the next step, the ''Stage'' mass and CG overrides will be replaced with a mass object, freeing the ''Stage'' mass and CG overrides for use as an adjustable nose weight system.</td><br />
</tr><br />
<th>Step 3</th><br />
<td>Use a ''Mass component'' to adjust the rocket's mass and CG to the measured mass and CG (the new ''Stage'' mass and CG override values, 71.3 oz. and 38.587 in.).</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.04.02.Nose Cone.Mass Component.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, open the ''Stage configuration'' window and uncheck the mass and CG overrides.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.05.02.Adj Nose Weight Position.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>With the ''Stage'' mass and CG overrides unchecked, the rocket's total mass should be 141 oz. and the CG distance should be 41.665 in. from the tip of the rocket (the original values), and the ''Stage'' mass and CG overrides are now available to use as an adjustable weight system.</td><br />
</tr><br />
<th></th><br />
<td></td><br />
</tr> <br />
<th>Step 4</th><br />
<td>Open the ''Stage configuration'' window. Check the CG override and set the value to the distance between the tip of the rocket and the center of the adjustable weight; in this demonstration, set that value to 8 in. (the vertical red line inside the nose cone is a reference point, ''for demonstration purposes only'', showing where the center of the adjustable weight system is within the rocket).</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.07.01.Adj Nose Weight.Bulkhead.Stage.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, select the "J90-0" ''Motor configuration. With the motor, the CG will be 2.18 calibers.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.08.01.Adj Nose Weight.Bulkhead.Stage.Motor_Small.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 5</th><br />
<td>So, how do you maintain that stability margin with a larger motor? You use the ''Stage'' mass override, without overriding subcomponents, as an adjustable weight. Let's see how it works. Create a new motor configuration with an Aerotech L1090-0, and look at the new stability margin. It is only 1.28 calibers, well below the target of more than 2.</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.09.01.Adj Nose Weight.Bulkhead.Stage.Motor_Large.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Open the ''Stage configuration'' window. Check the mass override box (do not check the override subcomponents box), and increase the mass until you reach the desired stability margin; in this demonstration, set that value to 20.5 oz. and the CG will again be 2.18 calibers.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.10.01.Adj Nose Weight.Bulkhead.Stage.Motor_Large.Corrected.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 6</th><br />
<td>''Don't forget to '''add the 20.5 oz. to the adjustable weight system in your rocket'''.''</td><br />
</tr> <br />
</table><br />
<br />
For different motors, you just repeat Steps 5 and 6. It's as simple as that.<br />
<br />
</br><br />
<br />
== Model Subassemblies or Subcomponents ==<br />
<br />
A number of users have asked about how to create subassemblies (subcomponents) in OpenRocket. Although OpenRocket does not currently support subassemblies directly, subassemblies can be modeled using OpenRocket's cut and paste feature, and the following example demonstrates how to this can be done.<br />
<br />
<font color="red">This technique requires OpenRocket 22.02 '''''beta 5 or higher'''''.</font color><br />
<br />
=== Creating and Saving a Subassembly ===<br />
<br />
One of the most common subassemblies is a motor mount, so this will be the example that is demonstrated.<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<th>What You Do and See</th><br />
</tr><br />
<th>Step 1</th><br />
<td>Open the ''A simple model rocket'' example included with OpenRocket beta 5 or higher.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.01.01.A simple model rocket.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 2</th><br />
<td>Use ctrl-left-click to select all of the components that will not be part of the subassembly, right-click on one of the selected components, and left-click ''Delete''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.02.02.Highlight components to delete.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 3</th><br />
<td>Next, rearrange the components in the subassembly; this will be the standard order used for motor mounts. Then, for each motor mount component, open the ''Component configuration'' window and verify that the component is positioned ''Relative to the bottom of the parent component''. You also need to verify that the outer and inner diameter of each centering ring is set to ''Automatic''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.04.05.Relative.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 4</th><br />
<td>Now, left-click on the body tube and open its ''Component configuration'' window. First, change the ''Component name'' to "Phantom Body tube [DO NOT COPY]." Then, change the ''Length'' and ''Wall thickness'' to "0." The motor mount is now anchored to a phantom element, so '''save this design file to your subassembly directory'''.</td><br />
</tr><br />
</table><br />
<br />
</br><br />
<br />
=== How to Use a Saved Subassembly ===<br />
<br />
Although a subassembly can be copied and paseted into a near complete design, this example shows just a basic copy and paste to just a body tube.<br />
<br />
You can start with an existing design and then open the subassembly file, or open the subassembly file before opening a new or existing design file.<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<th>What You Do and See</th><br />
</tr><br />
<th>Step 1</th><br />
<td>In this example, a new design will be started with a BT-50 Body Tube.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.06.01.New BT.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 2</th><br />
<td>Go to the subassembly design. Select all of the motor mount components (not the phantom body tube), then right-click on a selected component and left-click on ''Copy''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.07.02.Copy.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 3</th><br />
<td>Go back to the new design. Select the body tube, then right-click on the selected body tube and left-click on ''Paste''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.08.01.Paste.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>And, this is what you get. . . a body tube with a complete motor mount. </td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Subassemblies.05.09.01.Pasted.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
</br><br />
<br />
Now that you have the basics down, the same process can be used for avionics bays and other subassembly applications.<br />
<br />
</br><br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Component Details|&larr; Component Details (Appendix B)]]</div><br />
<div style="float: right;">[[List of useful custom expressions|List of useful custom expressions (Appendix D) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.08.01.Paste.png&diff=35735File:Subassemblies.05.08.01.Paste.png2022-10-12T04:46:36Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.07.02.Copy.png&diff=35734File:Subassemblies.05.07.02.Copy.png2022-10-12T04:43:54Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.06.01.New_BT.png&diff=35733File:Subassemblies.05.06.01.New BT.png2022-10-12T04:39:14Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.05.02.Phantom_body_tube.png&diff=35732File:Subassemblies.05.05.02.Phantom body tube.png2022-10-12T04:05:33Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.04.05.Relative.png&diff=35731File:Subassemblies.05.04.05.Relative.png2022-10-12T03:41:27Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.04.04.Relative.png&diff=35730File:Subassemblies.05.04.04.Relative.png2022-10-12T03:32:08Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.02.02.Highlight_components_to_delete.png&diff=35729File:Subassemblies.05.02.02.Highlight components to delete.png2022-10-12T03:24:44Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.09.01.Pasted.png&diff=35728File:Subassemblies.05.09.01.Pasted.png2022-10-12T03:16:03Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:Subassemblies.05.01.01.A_simple_model_rocket.png&diff=35727File:Subassemblies.05.01.01.A simple model rocket.png2022-10-12T02:49:48Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Tips&diff=35726Tips2022-10-12T02:33:48Z<p>Hcraigmiller: /* Model an Adjustable Weight System */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Component Details|&larr; Component Details (Appendix B)]]</div><br />
<div style="float: right;">[[List of useful custom expressions|List of useful custom expressions (Appendix D) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
This page collects a list of short (1-3 sentences) tips for using OpenRocket. Later on they may be included in the software as a "tip of the day" system.<br />
<br />
= General use =<br />
<br />
* You can type in equations in the entry fields instead of numbers. For example, to double a length you can type '''3.1*2'''.<br />
<br />
* The component tree will display any component comments as tool tips. You can set the comment on the '''Comment''' tab of the component configuration dialog.<br />
<br />
* If you want to always load a specific .ork file, you can specify the filename as a command line argument when starting openrocket.<br />
<br />
* You can choose your preferred units from '''Edit''' &rarr; '''Preferences...'''. You can individually change the units by clicking the unit symbol. <br />
<br />
= Rocket design =<br />
<br />
* A rocket design can have a number of ''motor configurations''. When simulating a flight, you select which motor configuration you use. You can edit the motor configurations using '''Tools''' &rarr; '''Motor configurations...'''<br />
<br />
* Motors can be attached to either body tubes or inner tubes. You can attach one on the '''Motor''' tab of the configuration dialog.<br />
<br />
* You can scale a single component or an entire design using '''Edit''' &rarr; '''Scale...'''<br />
<br />
* You can define custom materials by selecting '''Custom''' from the bottom of a material selection list.<br />
<br />
* You can select ready components from the preset dropdown on the top-right of the component editing dialog. Tick the box in the table to add the component to the dropdown menu.<br />
<br />
* You can select components by clicking them in the diagram, or edit them by double-clicking.<br />
<br />
* To get the best accuracy possible, you can weight your components and enter the override the calculated weight on the '''Override' tab when editing components.<br />
<br />
* You can define through-the-wall fin tabs on the '''Fin tabs''' tab when editing a fin set.<br />
<br />
* Your rocket's surface roughness can affect flight altitude significantly. Select the appropriate roughness on the '''Component finish''' dropdown. You can set the same finish for all components by clicking '''Set for all'''.<br />
<br />
* You will see immediate results of a flight simulation on the lower-left corner of the design diagram. This reflects a flight with your currently selected motor configuration.<br />
<br />
* In case OpenRocket cannot reliably compute the aerodynamic properties of the rocket, you will see warnings on the lower-right corner of the design diagram.<br />
<br />
* You can create clustered rockets easily using the '''Cluster''' tab when editing Inner tubes. Any motors or components attached to the inner tube will be present on all copies of the inner tube.<br />
<br />
* Centering rings, Engine blocks, Couplers and Bulkheads can automatically compute the relevant dimensions from the other components when the '''Automatic''' checkbox is selected.<br />
<br />
* You can simulate launch rails or pins by creating filled launch lugs of the corresponding size.<br />
<br />
* Only body components and fin sets affect the aerodynamics of the rocket. Even if an internal component extrudes outside of the body tube, its effect will not be taken into account in simulations!<br />
<br />
* You can add stages to your rocket by pressing '''New stage''' on the main screen. Stage separation is configured on the '''Separation''' tab when editing a stage.<br />
<br />
* You can fully customize the simulation plots on the '''Plot data''' tab. Choose one of the preset configurations or experiment with the other options.<br />
<br />
* You can export simulated flight data to be analyzed by another program using the '''Export data''' tab when editing a simulation.<br />
<br />
* The ball on the left side of the simulation table indicates the state of the simulation. Grey means that the simulation has not yet been run, red that the design has been changed since the simulation was last run, yellow means the data has been loaded from a file, and green means it is up-to-date.<br />
<br />
* If a potential problem occurred during a simulated flight, you will see a red exclamation mark (!) next to your simulation. Hover over the simulation to see what the warning is about.<br />
<br />
* You can duplicate components or move them to another design by using normal copy-paste functionality.<br />
<br />
* You can move components by drag-dropping them in the component tree.<br />
<br />
* You can examine details on the stability and drag characteristics of your rocket using '''Tools''' &rarr; '''Component analysis...'''<br />
<br />
* You can optimize the shape, size or mass of your rocket using '''Tools''' &rarr; '''Rocket optimization...'''<br />
<br />
* Custom expressions allow you to compute flight parameters that are not computed by OpenRocket by default. You define them using '''Tools''' &rarr; '''Custom expressions...''' See [https://sourceforge.net/apps/mediawiki/openrocket/index.php?title=List_of_useful_custom_expressions the wiki] for ideas.<br />
<br />
= How To. . . =<br />
<br />
This section is intended to demonstrate construction and simulation techniques used to implement a variety of building methods. <br />
<br />
== Model an Adjustable Weight System ==<br />
<br />
A number of users have asked about how to implement an adjustable weight system that allows the rocket's mass to be adjusted for different configurations. The following is a basic example of how this can be done.<br />
<br />
<font color="red">This technique requires OpenRocket 22.02 '''''beta 5 or higher'''''.</font color><br />
<br />
During the construction phase, component mass values are commonly updated to reflect actual measured component weights, rather than the values provided by OpenRocket. In addition, subassembly mass overrides can also be used to imitate the weight of adhesives and other elements used during construction. Ultimately, the goal is to have the total mass in OpenRocket be the same as the actual measured weight of the rocket. After accomplishing that, you may also need to add weight to adjust the rocket's center of gravity when larger motors are used. This is where adjustable weight systems come into play.<br />
<br />
=== Preparation for the Adjustable Nose Weight ===<br />
<br />
The steps to model an adjustable weight system are listed below, designated as optional or required.<br />
<br />
1. '''Override Component Masses''' -- If an OpenRocket provided component mass differs from the ''weighed'' component mass, then override the component mass with the actual weight. [Optional]</br><br />
2. '''Override Subassembly Masses''' -- As subassemblies are completed, weigh the subassembly and override the primary component mass with the actual weight of the entire subassembly, checking the box to "Override mass, CG, and CD of all subcomponents". [Optional]</br><br />
3. '''Add Construction Weight Adjustment''' -- When construction is complete, including the finish, weigh the '''''flight ready''''' rocket and measure its center of gravity from the tip of the rocket; ''flight ready means that ('''except for the motor''') the rocket could be placed on the pad and launched''. Then, add a mass component to the design (usually to the nose cone) with a mass equal to the difference between the estimated weight and the actual weight of the rocket. Once that is done, override the CG of the weight and move its distance from the tip of the rocket backward until the estimated CG matches the measured CG. <font color="red">[Required]</font color></br><br />
4. '''Add an Adjustable Weight''' -- ''An adjustable nose weight is not an actual component''; it is a specific use of the ''Stage configuration'' overrides. Open the ''Stage configuration'' window and check the ''Override mass'' box; ''at this point it should have a value of zero''. Then, check the ''Override center of gravity'' box and set its value to the distance between the tip of the nose cone and the center of your adjustable weight system. <font color="red">'''''DO NOT'''''</font color> check the box to "Override mass, CG, and CD of all subcomponents." <font color="red">[Required]</font color></br><br />
5. '''Additional Motors''' -- Select next motor configuration and repeat Steps 3 and 4 for each additional motor configuration.</br><br />
6. '''Actually Add Additional Weight to Rocket''' -- ''Don't forget to '''add the additional weight to the adjustable weight system in your rocket'''.''</br><br />
<br />
=== Using the Adjustable Nose Weight ===<br />
<br />
In OpenRocket, select the desired flight configuration (motor) and verify its stability. If a greater margin of stability is desired or required:<br />
* Open the ''Stage configuration'' window and increase the override mass until the desired stability margin is reached. <font color="red">'''''DO NOT'''''</font color> change the ''Override center of gravity'' distance and <font color="red">'''''DO NOT'''''</font color> check the box to "Override mass, CG, and CD of all subcomponents."</br><br />
* '''Add''' this additional mass to your adjustable weight system.</br><br />
<br />
=== Let's Try It. . . ===<br />
<br />
This demonstration assumes that the user understands how to implement Steps 1 through 3, above. The following requires beta 5 and above to and demonstrates how to add an adjustable nose weight system to the Apocalypse example included with OpenRocket; in this demonstration, the mass unit is in ounces and the length unit is in inches.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<th>What You Do and See</th><br />
</tr><br />
<th>Step 1</th><br />
<td>Open the Apocalypse example included with OpenRocket beta 5 or higher and set the ''Flight configuration'' to "No motors." The ''Mass with no motor'' will be 141 oz. and the ''CG'' will be 41.665 in. from the tip of the rocket.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Apocolypse.01.02.Flight_Config.No_Motor.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, look at the ''Stage'' assembly component in the component tree, and open the ''Stage configuration'' window. Both the component tree and the stage configuration window show that the mass and CG overrides are active, including the subcomponent override.</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td></td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:Apocolypse.02.02.Stage.Config.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>And, because the override subcomponents box is checked, the rocket's mass is the overriden mass value and the rocket's CG is the overriden distance from the tip of the rocket to the CG.</td><br />
</tr><br />
<th></th><br />
<td></td><br />
</tr><br />
<th>Step 2</th><br />
<td>In the ''Stage configuration'' window, uncheck the override subcomponents box, then change the mass override value so that the rocket's total mass is 141 oz. (the new value should be 71.3 oz.), then change the CG override distance so that the rocket's CG is 41.665 in. from the tip of the rocket (the new value should be 38.587 in.).</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.03.02.Stage.Config.Corrected.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>In the next step, the ''Stage'' mass and CG overrides will be replaced with a mass object, freeing the ''Stage'' mass and CG overrides for use as an adjustable nose weight system.</td><br />
</tr><br />
<th>Step 3</th><br />
<td>Use a ''Mass component'' to adjust the rocket's mass and CG to the measured mass and CG (the new ''Stage'' mass and CG override values, 71.3 oz. and 38.587 in.).</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.04.02.Nose Cone.Mass Component.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, open the ''Stage configuration'' window and uncheck the mass and CG overrides.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.05.02.Adj Nose Weight Position.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>With the ''Stage'' mass and CG overrides unchecked, the rocket's total mass should be 141 oz. and the CG distance should be 41.665 in. from the tip of the rocket (the original values), and the ''Stage'' mass and CG overrides are now available to use as an adjustable weight system.</td><br />
</tr><br />
<th></th><br />
<td></td><br />
</tr> <br />
<th>Step 4</th><br />
<td>Open the ''Stage configuration'' window. Check the CG override and set the value to the distance between the tip of the rocket and the center of the adjustable weight; in this demonstration, set that value to 8 in. (the vertical red line inside the nose cone is a reference point, ''for demonstration purposes only'', showing where the center of the adjustable weight system is within the rocket).</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.07.01.Adj Nose Weight.Bulkhead.Stage.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Now, select the "J90-0" ''Motor configuration. With the motor, the CG will be 2.18 calibers.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.08.01.Adj Nose Weight.Bulkhead.Stage.Motor_Small.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 5</th><br />
<td>So, how do you maintain that stability margin with a larger motor? You use the ''Stage'' mass override, without overriding subcomponents, as an adjustable weight. Let's see how it works. Create a new motor configuration with an Aerotech L1090-0, and look at the new stability margin. It is only 1.28 calibers, well below the target of more than 2.</td><br />
</tr><br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.09.01.Adj Nose Weight.Bulkhead.Stage.Motor_Large.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th></th><br />
<td>Open the ''Stage configuration'' window. Check the mass override box (do not check the override subcomponents box), and increase the mass until you reach the desired stability margin; in this demonstration, set that value to 20.5 oz. and the CG will again be 2.18 calibers.</td><br />
</tr> <br />
<tr><br />
<th></th><br />
<td>'''[[File:Apocolypse.10.01.Adj Nose Weight.Bulkhead.Stage.Motor_Large.Corrected.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<th>Step 6</th><br />
<td>''Don't forget to '''add the 20.5 oz. to the adjustable weight system in your rocket'''.''</td><br />
</tr> <br />
</table><br />
<br />
For different motors, you just repeat Steps 5 and 6. It's as simple as that.<br />
<br />
</br><br />
<br />
== Model Subassemblies or Subcomponents ==<br />
<br />
A number of users have asked about how to create subassemblies (subcomponents) in OpenRocket. Although OpenRocket does not currently support subassemblies directly, subassemblies can be modeled using OpenRocket's cut and paste feature, and the following example demonstrates how to this can be done.<br />
<br />
<font color="red">This technique requires OpenRocket 22.02 '''''beta 5 or higher'''''.</font color><br />
<br />
One of the most common subassemblies is a motor mount, so this will be the example that is demonstrated.<br />
<br />
INSERT HERE<br />
<br />
</br><br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Component Details|&larr; Component Details (Appendix B)]]</div><br />
<div style="float: right;">[[List of useful custom expressions|List of useful custom expressions (Appendix D) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Overrides_and_Surface_Finish&diff=35673Overrides and Surface Finish2022-09-12T19:31:11Z<p>Hcraigmiller: /* How and Why to Use Surface Finish Settings and Coefficient of Drag (CD) Overrides */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Advanced Flight Simulation|&larr; Advanced Flight Simulation]]</div><br />
<div style="float: right;">[[Rocket_Analysis|Rocket Analysis &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
__TOC__<br />
<br />
= Using Overrides and Surface Finish to Create More Accurate OpenRocket Simulations =<br />
<br />
As you develop your design, OpenRocket estimates the rocket's stability and performance characteristics based on entered and known information about the components you choose. As you accumulate parts, and build and test your rocket, you will obtain more accurate information than what OpenRocket estimated. With this knowledge, you can override the initial estimates and create more accurate flight simulations.<br />
<br />
On this page, how OpenRocket looks at the different overrides will be explained in more detail, and practical examples of their use will be given.<br />
<br />
== Overrides ==<br />
<br />
OpenRocket allows you to override three values that are determinative of a rocket’s flight characteristics: mass, center of gravity (CG), and coefficient of drag (C<sub><small>D</small></sub>). All three of these values can be overridden at the stage level, the component group level, or the single component level. In addition, while not being an override in its own right, OpenRocket allows you to adjust the surface roughness of components so that drag estimates more accurately reflect actual flight data.<br />
<br />
=== Override Mass ===<br />
<br />
The database of parts included with OpenRocket has estimates for component masses. These estimates come from a variety of sources, ranging from data provided by the manufacturer and measured values to calculations based on the volume of the part and the "standard" density of the material it is made from. The accuracy of these sources varies, but nothing is more accurate than putting the actual part on a scale and weighing it. Once a part's measured mass is known, the mass override can be used to change the mass value, more closely reflecting the part's mass, and thereby the rocket's actual mass.<br />
<br />
=== Override Center of Gravity ===<br />
<br />
OpenRocket also estimates each component's center of gravity based on its materials and geometry, and calculates the overall center of gravity of each stage, and the entire rocket based on that. However, this really can't account for the weight of things like glue and paint, which can be significant and can move the center of gravity forward or back. Once you've got some components assembled, you can measure the CG (using any of the time-honored methods, like hanging from a string or balancing on a knife edge) and override this, too.<br />
<br />
=== Override Coefficient of Drag ===<br />
<br />
The drag on a rocket in flight is a function of the rocket's velocity, the density of the atmosphere, the frontal area of the rocket, and a number called the coefficient of drag. This, in turn, is a result of the airflow over the rocket, and is estimated based on the rocket's geometry and surface finish. Once you've actually flown the rocket and compared your simulation to the actual flight, you can adjust the rocket's coefficient of drag to better match the flight data.<br />
<br />
One caution, the coefficient of drag does not remain constant through the flight, especially if the rocket gets near the speed of sound. At low speeds the friction on the rocket's body dominates the coefficient of drag, but as the speed increases the effect of the pressure drag (the drag caused by the pressure of the front of the rocket hitting air) and the base drag (caused by the low pressure area left behind the rocket) becomes progressively more significant. Adjusting the coefficient of drag based on a flight with a small motor, and using this result to estimate behavior with a larger motor can give misleading results. How to use drag coefficient overrides to "adjust" a calculated drag coefficient will be discussed later.<br />
<br />
=== Override for All Subcomponents ===<br />
<br />
OpenRocket designs are structured as a tree: each component (except the rocket itself) has a parent component and may have children (subcomponents). For instance, a single stage rocket will have that single stage as the child of the rocket, and the stage will have (at least) a nose cone and a body tube as subcomponents. If fins are attached to the body tube, the fin set is a subcomponent of the body tube. When applying overrides to a component, you can specify whether to apply the override to all of its subcomponents as well. If you don't override the subcomponents, then the override applied to the parent component is combined with that of all subcomponents. For instance, suppose a body tube has a calculated mass of 100 grams and its fins have a calculated mass of 50 grams, the combination of body tube and fin set will have a mass of 150 grams. If you override the body tube mass, set it to 110 grams, and don't override the subcomponents, the total mass is now 160 grams.<br />
<br />
If you do override the subcomponents, then the set mass of the parent replaces the mass of the entire subtree. So, using the same body tube and fin set as before, if you set the mass override of the body tube to 170 grams, and override the subcomponents, the total mass is 170 grams; the fins contribute no additional mass to the assembly.<br />
<br />
But, why would you want to do this? Ultimately, the goal is to match the simulated mass to the measured mass after the rocket is finished, taking into account such things as adhesives and any exterior finish (paint and decals). In the case described above, the mass override is for the entire assembly -- the idea is that if you actually glue the fins to the body tube and weigh the result at 170 grams, that's what you want the finished mass of the assembly to be.<br />
<br />
== Using Overrides to Produce a More Accurate Simulation ==<br />
<br />
Let's look at how you can apply overrides at different points in the design, construction, and simulation of the rocket to improve the accuracy of your simulations.<br />
<br />
=== When Designing Your Rocket ===<br />
<br />
You start designing your rocket by selecting different components, parts that have associated mass values and calculated values for the center of gravity and coefficient of drag. As you add parts, OpenRocket continuously updates to combined values, calculating an estimated mass, center of gravity, and coefficient of drag for the entire rocket. Then, based on your mass and performance goals, you select a motor. When you have, it is time to make sure the center of gravity is forward of the center of pressure by a comfortable stability margin; assuming it is, you can order your parts and start putting the rocket together.<br />
<br />
=== When You Have Your Parts ===<br />
<br />
Once you have your parts -- the nose cone, body tube, fin stock, and whatever recovery devices and other hardware you're using -- you can weigh each component separately. You're likely to find that the parts weigh something close to the calculated values, but are not exactly right. So, this (the individual part) is the lowest level on which you can override a mass. After overriding the mass of each part, you can check again to be certain that the center of gravity is still forward of the center of pressure by a comfortable stability margin, and modify your design as needed.<br />
<br />
=== As You Build Your Rocket ===<br />
<br />
When assembling your rocket, as you complete subassemblies, you can weigh these subassemblies and measure their centers of gravity, applying mass and center of gravity overrides at the second (subassembly) level. When applying an override to a subassembly, you want to check the "Override for all Subcomponents" so that you don't count a subcomponent within the assembly twice. <br />
<br />
Finally, when your rocket is complete, you can again weigh and measure the center of gravity of the entire rocket, and apply these overrides at the highest (stage) level. Once again, at this level you'll want to override subcomponents.<br />
<br />
'''Note: you should perform this override on every rocket you ever create. This gives the most accurate possible starting point for your simulations.'''<br />
<br />
=== After Your First Test Flight ===<br />
<br />
Once you've flown your rocket for the first time, you can compare your simulations to your actual flight data. Since each of your simulations was based on overridden measured mass and center of gravity values, the only thing you need to adjust at this point is drag. You can take two approaches to this, you can adjust the friction drag by changing the rocket's surface finish, or you can directly modify the drag coefficient. The process is much the same in both cases.<br />
<br />
To change the surface finish, you select external components (parts of the rocket's actual airframe) and simply select a different surface finish. Then, rerun the simulation again, and compare the new difference between the actual flight results and your new simulation; you continue to adjust the surface finish until you are satisfied that the simulation results are as close as possible to the actual flight data. Even though only the airframe surface matters, for the first few adjustments, it is easier to select a new component finish on any part and then simply click the "Apply to All Components" button. After you have bracketed your desired simulation result, you can fine-tune the simulation by adjusting the surface finish for individual components.<br />
<br />
To directly adjust the drag coefficient, you apply a drag coefficient override to the entire stage. In this case you don't want to override the subcomponents; what you're doing is applying a constant offset to the drag coefficient being calculated over the course of the flight.<br />
<br />
After applying these modifications, you will have a more accurate simulation for future flights with different motors.<br />
<br />
= How and Why to Use Mass and Center of Gravity Overrides =<br />
<br />
== Background ==<br />
<br />
The ‘’Stage’‘, ‘’Boosters’‘, and ‘’Pods’‘ assembly components feature mass and center of gravity override options that may be used to adjust the rocket’s margin of stability. Prior to the release of OpenRocket 22.02 Beta 5, the use of these options overrode the mass and center of gravity of '''''all''''' of the assembly subcomponents, limiting the use of these options to matching the rocket’s finished mass and center of gravity.<br />
<br />
Beginning with the release of OpenRocket 22.02 Beta 5, when using these options, you may choose not to override the mass and center of gravity of the assembly subcomponents, choosing instead to add to or subtract from the values calculated by OpenRocket. So, why is this an important change?<br />
<br />
=== Margin of Stability ===<br />
<br />
The recommended '''stability margin for subsonic flights is not less than 1.0 caliber''', and '''not less than 2.0 calibers for transonic and supersonic flights'''. However, the rocket’s stability margin changes during flight; the rocket can have momentary marginal stability right off the launch rail with wind, or at high angles of attack at low velocity going through apogee, but may otherwise be unstable during flight.<br />
<br />
=== Effect of Rotational Inertia ===<br />
<br />
The cause of instability during flight is often rooted in the rocket’s rotational inertia (moment of inertia), how the rocket’s mass is distribution about the axis (center of gravity), with larger moments requiring more torque to change the rocket’s rate of rotation. When subcomponent mass and center of gravity values are overridden, the rocket’s rotational inertia is changed, potentially causing the rocket to simulate as stable when it is not, or as unstable when it is, at less than or near recommended stability margins.<br />
<br />
== Benefit of Not Overriding Subassembly Subcomponents ==<br />
<br />
The rocket’s center of gravity can be viewed as the balancing point between the nose cone tip and the end of the motor nozzle. If a large, heavy motor is used, then weight at the rocket’s tip is needed to balance that weight. And, this creates a large rotational inertia, which may be significantly changed when the user overrides the subcomponent mass and center of gravity values. Now, you can add mass at a specific location within the assembly component, without changing the mass and center of gravity values of subcomponents.<br />
<br />
=== Matching Measured Mass and Center of Gravity ===<br />
<br />
In other words, it is now possible to reduce the effect that matching measured mass and center of gravity has on the rocket’s calculated rotational inertia. The user simply checks the assembly component’s mass and center of gravity overrides, entering the difference between the measured and calculated values, leaving the override subcomponents box unchecked. This method is less likely to have a material effect on the rocket’s rotational inertia than overriding all the subcomponent values.<br />
<br />
=== Adjustable Weight Systems ===<br />
<br />
Using the assembly component’s mass and center of gravity overrides in this way, you can mimic adjustable weight systems to compensate for significant changes in motor size and mass. The number of steps involved depends on the precision you want achieve.<br />
<br />
The approaches described below assume that you have a completed design that you will be making changes to; The steps below describe how to make the changes to the "A simple model rocket" example include with OpenRocket. <br />
<br />
==== Simplified Approach ====<br />
<br />
The simplified approach has three basic steps.<br />
<br />
The first step is to place a ''Mass Component'' inside the airframe, to match the rocket’s '''flight ready''' measured weight and center of gravity (without a motor); it doesn't matter which component it is put inside of because you should position it relative to the "Tip of the nose cone", entering your measured distance from the rocket's nose cone tip to the rocket's actual center of gravity. <br />
<br />
The second step, going to the ''Stage configuration'' pane, is to enter the distance from the tip of the nose cone to the center of your adjustable weight as the ''Override center of gravity'' distance.<br />
<br />
The third step is really two companion steps, you select your preferred motor configuration, and, on the ''Stage configuration'' pane, you adjust the mass override value until you have a comfortable margin of stability between the center of gravity and center of pressure (see, [[#Margin_of_Stability|Margins of Stability]]). Then, last of all, '''''don't forget to actually add that amount of weight to your rocket's adjustable weight system'''''.<br />
<br />
After that, before you head out to the range, actually install the motor (without the igniter) and verify the margin of stability; it's always nice to put markers on the rocket, blue for the center of gravity and red for the center of pressure.<br />
<br />
==== Precision Approach ====<br />
<br />
The highest level of precision requires that the mass overrides be used for '''each component''' and '''each subassembly''', and, finally, at the '''stage''' level. To achieve this precision, there are a few additional steps:<br />
<br />
1. Lay out, weigh, and enter the mass override for each of the parts.<br />
<br />
2. Using the component tree as your reference, identify each component that has one or more subcomponents under it. These components will be referred to as parents and the component and its subcomponents, together, will be called a subassembly; oft times there are nested subcomponents and each component with a subcomponent is a parent. <br />
<br />
3. While building the rocket, each time a subassembly is completed, weigh that subassembly and enter the mass override value on the parent's configuration override tab, checking the "Override mass and CG of all subcomponents" box. This will take into account the additional mass of adhesives, fasteners, and the like. <br />
<br />
From here, follow the ''[[#Simplified Approach|Simplified Approach]]'' steps, above, which describes how to make the remaining changes.<br />
<br />
As stated before, before you head out to the range, '''actually install the motor (without the igniter) and ''verify the margin of stability'''''; again, it's always nice to put markers on the rocket, blue for the center of gravity and red for the center of pressure.<br />
<br />
= How and Why to Use Surface Finish Settings and Coefficient of Drag (C<sub><small>D</small></sub>) Overrides =<br />
<br />
When you have finished your rocket, and adjusted the mass and center of gravity overrides as described above, there are two remaining factors affecting flight performance that can be adjusted, the rocket's coefficient of drag and surface finish (roughness). After you have flown your rocket and collected flight data (using an altimeter or other device), you can compare the actual flight results to the OpenRocket simulation projections and make changes to the rocket's (C<sub><small>D</small></sub>) or surface finish to bring the simulated results in line with the actual collected fight data.<br />
<br />
The first step is usually bracketing the desire drag coefficient by changing the rocket's ''Surface Finish'', and the second is fine tuning the (C<sub><small>D</small></sub>) with the ''Stage'' level override. You can adjust the rocket's (C<sub><small>D</small></sub>) by changing its surface roughness or by overriding its overall (C<sub><small>D</small></sub>), or a combination of both, depending upon the precision you desire.<br />
<br />
== Using Surface Finish (Roughness) Settings ==<br />
<br />
The surface finish that you use for your rocket affects how air flows over the airframe (the smoother the surface, the less the resistance; the rougher the surface, the greater the resistance). And, another word for this resistance is drag. So, an adjustment to surface roughness changes the rocket's (C<sub><small>D</small></sub>).<br />
<br />
As with other component specific characteristics, each component has its own ''Surface Finish'' setting, although you can change the ''Surface Finish'' of every component by left-clicking the ''Set for all'' button on any ''Appearance'' tab. This is similar to the override subcomponents feature, but only changes the components that exist at the time it us used; parts added after using the ''Set for all'' feature will have the default roughness. OpenRocket allows you to select one of five roughness settings, ''Rough'', ''Unfinished'', ''Regular paint'', ''Smooth paint'', and ''Polished'', each with a decreasing (C<sub><small>D</small></sub>) from rough to polished. <br />
<br />
Using your actual collected flight data, by making the exterior of your rocket's surface rougher or smoother, you are changing the rocket's overall (C<sub><small>D</small></sub>) without overriding the (C<sub><small>D</small></sub>) of any components. This method retains all of the component (C<sub><small>D</small></sub>) values and does not affect the simulation's ability to calculate the natural (C<sub><small>D</small></sub>) variations caused by changes in velocity and atmospheric density during flight.<br />
<br />
When making changes using this method, a change is made to the ''Surface Finish'' setting, the simulation is rerun, and the results compared. You then repeat this until you have bracketed the comparison between the actual collected flight results and the simulation results. Then, out of the two bracketing simulations, set the ''Surface Finish'' to the setting used in the simulation with the lowest results. If you want even more precision, adjust the Rocket's (C<sub><small>D</small></sub>) as described below.<br />
<br />
== Using Coefficient of Drag (C<sub><small>D</small></sub>) Overrides ==<br />
<br />
=== How the Stage Coefficient of Drag Override Works ===<br />
<br />
If you select "override for all subcomponents", your value is set as an aggregate (C<sub><small>D</small></sub>) value. If you don't select it, your set value is added to the calculated value. This is consistent with how the mass and CG overrides work.<br />
<br />
=== Using the Stage Coefficient of Drag Override ===<br />
<br />
The coefficient of drag relates to a thing's resistance to airflow, and changes with velocity and the density of the atmosphere, especially if the rocket gets near the speed of sound. Only the rocket's exterior components that comprise the airframe of the rocket are exposed to the flow of air over the rocket and have a (C<sub><small>D</small></sub>) value that affects flight performance. And adjusting the coefficient of drag for the entire rocket based on a flight with a small motor, then using those results to estimate behavior with a larger motor can give misleading results. Because of this, and the practical impossibility for most users to measure the drag of each component, or the finished rocket for that matter, ''overriding the (C<sub><small>D</small></sub>) at the component and subassembly levels is '''NOT recommended'''''.<br />
<br />
However, armed with actual collected flight data, you can add or subtract from the rocket's overall (C<sub><small>D</small></sub>) at the "Stage" level by NOT overriding the (C<sub><small>D</small></sub>) of subcomponents. Practically speaking, this method retains all of the individual component (C<sub><small>D</small></sub>) values, but nudges the (C<sub><small>D</small></sub>) of the entire rocket just a bit more. And, OpenRocket uses this nudge to more closely match actual flight and simulation results, ''without affecting the simulation's ability to calculate the natural (C<sub><small>D</small></sub>) variations caused by changes in velocity and atmospheric density during flight.<br />
<br />
When making changes using this method, a change is made to the (C<sub><small>D</small></sub>), the simulation is rerun, and the results compared. You then repeat this until you are satisfied with the comparison between the actual collected flight results and the simulation results.<br />
<br />
</br><br />
<br />
----<br />
<br />
<div style="text-align: center;"><br />
<div style="float: left;">&larr; [[FAQ|Go to Frequently Asked Questions]]</div><br />
<div style="float: right;">[[Tips|Go to Tips and Tricks &rarr;]]</div><br />
[[Advanced_Flight_Simulation|&uarr; Go to Advanced_Flight_Simulation]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35625Basic Rocket Design2022-08-30T17:08:01Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built ('''''an Assembly Component is a container for physical parts'''''), and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and '''''should NOT be left empty'''''. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs. '''''A stage should NOT be used if empty.'''''</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. '''''A booster should NOT be used if empty.'''''</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket that are adjacent to the main airframe, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. '''''A pod should NOT be used if empty.'''''</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35624Basic Rocket Design2022-08-29T04:31:01Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs. <b><i>A stage should NOT be used empty.</i></b></li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. <b><i>A booster should NOT be used empty.</i></b></li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket that are adjacent to the main airframe, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. <b><i>A pod should NOT be used empty.</i></b></li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35623Basic Rocket Design2022-08-29T04:28:52Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs. <b><i>A stage should NOT be used empty.</i></b></li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. <b><i>A booster should NOT be used empty.</i></b></li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. <b><i>A pod should NOT be used empty.</i></b></li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35622Basic Rocket Design2022-08-29T04:28:12Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. <b><i>A booster should NOT be used empty.</i></b></li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. <b><i>A pod should NOT be used empty.</i></b></li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35621Basic Rocket Design2022-08-29T04:27:42Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. <b><i>A booster should NOT be empty.</i></b></li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. <b><i>A pod should NOT be empty.</i></b></li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35620Basic Rocket Design2022-08-29T04:27:04Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs. <i>A booster should NOT be empty.</i></li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs. <i>A pod should NOT be empty.</i></li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35619Basic Rocket Design2022-08-29T04:24:54Z<p>Hcraigmiller: /* Available Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Design Elements ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs.</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs.</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35618Basic Rocket Design2022-08-29T04:23:50Z<p>Hcraigmiller: /* Mass Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs.</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs.</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock Cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass Component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Components</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35617Basic Rocket Design2022-08-29T04:22:46Z<p>Hcraigmiller: /* Body Components and Fin Sets */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs.</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs.</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body Components and Fin Sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Objects</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35616Basic Rocket Design2022-08-29T04:22:21Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs.</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs.</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Assembly Components</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Objects</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35615Basic Rocket Design2022-08-29T04:21:43Z<p>Hcraigmiller: /* Assembly Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical components are attached. A Stage may be renamed, and has override and comment tabs</li><br />
<li><strong>Boosters</strong>: A booster is a framework element to which physical components are attached, and may be used to build separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override, and comment tabs.</li><br />
<li><strong>Pods</strong>: A pod is a framework element to which physical components are attached, and may be used to build connected pieces of the rocket, such as side motors. Pods may ONLY be attached to a body tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override, and comment tabs.</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Objects</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:08.Assembly_Components_Icons.png&diff=35614File:08.Assembly Components Icons.png2022-08-29T04:02:52Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35613Basic Rocket Design2022-08-29T04:01:59Z<p>Hcraigmiller: /* Available Components */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into four sections: <br/><br />
<ul><br />
<li><strong>Assembly Components</strong></li><br />
<li><strong>Body Components and Fin Sets</strong></li><br />
<li><strong>Inner Components</strong></li><br />
<li><strong>Mass Components</strong></li><br />
</ul> <br/><br />
[[File:07.Component menu.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Assembly Components ====<br />
<br />
Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment point on which the framework of the rocket is built, and each type has features unique to that attachment type. These framework elements are intended to contain physical components, and should NOT be left empty. As you will see in the image, the framework types are: <br/><br />
<br />
<ul><li><strong>Stage</strong>: INSERT</li><br />
<li><strong>Body Tube</strong>: INSERT</li><br />
<li><strong>Transition</strong>: INSERT</li></ul><br/><br />
<br />
[[File:08.Assembly Components Icons.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Body Components and Fin Sets ====<br />
<br />
Within <em>Body Components and Fin Sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner Components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Components ====<br />
<br />
Within <em>Mass Components</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Objects</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:08.01.Assembly_Components.png&diff=35612File:08.01.Assembly Components.png2022-08-29T03:58:56Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:08.Assembly_Components.png&diff=35611File:08.Assembly Components.png2022-08-29T03:56:15Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:07.Component_menu.png&diff=35610File:07.Component menu.png2022-08-29T03:42:19Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Basic_Rocket_Design&diff=35609Basic Rocket Design2022-08-29T01:32:53Z<p>Hcraigmiller: /* Component Configuration Window */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
__TOC__<br />
<br />
<br />
In this section we'll look at how to design a basic rocket by examining the <strong>A simple model rocket</strong> design example. After reading this section you should have an understanding of how to start designing your own rockets. If you already know how to design your rocket, you can jump to the [[Basic Flight Simulation|next section]].<br/> <br/><br />
<br />
We will start with a brief discussion on the selection of <strong><em>available components</em></strong>, and then the components used in the <strong><em>A simple model rocket</em></strong> example. Then we'll build a rocket from scratch to see how it’s done. <br /><br />
<br />
=== Component Configuration Window ===<br />
<br />
There are several types of components available to you as a rocket designer, and you can either customize these to meet your specific needs, or simply load presets from the database. <br/><br/><br />
<br />
To start, let's begin a new project: <strong>File</strong> -> <strong>New</strong>. It doesn’t matter what we call it at the moment, but go ahead and save the design straight away: <strong>File</strong> -> <strong>Save</strong> your design. At this point you should be presented with a blank design window in the bottom half of the user interface.<br />
<br />
[[File:01.New Design.png|thumb|800 px|center|The OpenRocket <em>main window</em>.]] <br/><br />
<br />
When you first start a new rocket design you will see that there are four categories of components available in the <strong>Add new component</strong> panel:<br />
<ul><br />
<li><strong> Assembly Components</strong></li><br />
<li><strong> Body Components and Fin Sets</strong></li><br />
<li><strong> Inner Components</strong></li><br />
<li><strong> Mass Components</strong></li><br />
</ul><br><br />
<br />
We would usually start building our rocket by selecting a <em>nose cone</em> but for the sake of this guide click the <strong>Body tube</strong> icon in the <strong>Body components and fin sets</strong> section. This will then open up a configuration window that we'll use to edit the parameters of the body tube. <br/><br />
<br />
<br />
==== The Body Tube’ Configuration Window ====<br />
<br />
<br />
At this point you should see a new window titled <strong>Body tube configuration</strong>.<br />
<br />
[[File:02.Body tube configuration.png|thumb|600 px|center|The <em>Configuration Window</em>.]] <br/><br />
<br />
This window allows you to either select a <em>preset</em> for the component type you are choosing, or make your own. Let’s start by examining how to customize it ourselves. If you have a look at the <em>Body tube configuration</em> window you will see that at the top there is a <strong> Component name</strong> field. Here we can change the name of the current component to anything we choose. (Note that this name will then appear in the design tree seen in the <em>Rocket Design</em> panel of the main program window.)<br/><br />
<br />
Just below <em>Component name</em> there are several tabs:<br/><br />
<ul><br />
<li><strong>General:</strong> allows us to alter the basic attributes of the component.</li><br />
<li><strong>Motor:</strong> allows us to make the body tube into a motor mount, and also edit the properties of the motor.</li><br />
<li><strong>Override:</strong> allows us to manually set the mass or centre of gravity for the component.</li><br />
<li><strong>Appearance:</strong> allows us to select colours, textures and other finishes.</li><br />
<li><strong>Comment:</strong> allows us to enter any comments or notes about the component.</li><br />
</ul><br><br />
<br />
It should be noted that these tabs are specific to the component being designed. For example, a <em>nose cone</em> will not have a <em>motor</em> tab, but will instead have a <strong>shoulder</strong> tab. It will also have a description panel to tell you a bit more about the component you are choosing. After you learn how to navigate around one component <em>configuration panel</em>, the others should be relatively self-explanatory. <br/><br />
<br />
<br />
===== General Tab =====<br />
<br />
The rest of the <em>Body tube configuration</em> window lists the different parameters for the current component type. As you can see, the <em>General</em> tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control) or sliders (fine control) provided to adjust the parameter values. The <strong>Automatic</strong> checkbox will adjust the dimensions of the component automatically. Here you will also see a <strong>Filled</strong> checkbox. If this is checked you will notice that the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.<br/><br/><br />
<br />
On the right hand side of the window you will see the <strong>Component material</strong> and <strong>Component finish</strong> drop-down menus. If you click on these you will be presented with a list of various materials and finishes, each with their own weight and thickness. If you are using the same finish for the entire rocket you can click the <strong>Set for all</strong> button to make each component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live display of the <strong>Component mass</strong>. This will update automatically as you change parameter values. Experiment with the sliders to see how the component changes in the <em>design window</em>.<br />
<br />
You may have noticed that, apart from the mass, there is no noticeable difference when either the <em>inner diameter</em> or <em> wall thickness</em> parameters are changed. To see those changes reflected in the model you will have to switch to a different <em>View Type</em>, by selecting the desired view from the drop-down list at the left of the main OpenRocket program window.<br />
<br />
===== Motor Tab =====<br />
<br />
Next to the General tab is the <strong>Motor</strong> tab. If you click on it you will see that most parameters are grayed-out, with the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a <strong>motor mount</strong>.<br />
[[File:03.Motor tube tab.png|thumb|600 px|center|The <em>Motor tab</em> of the Configuration Window.]] <br/><br />
<br />
Have a quick look at this if you wish, but we'll discuss changing <em>flight configurations</em> for a later section of the guide.<br />
<br />
===== Override =====<br />
<br />
We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.<br />
<br />
[[File:04.Body tube override tab.png|thumb|600 px|center|The <em>Override tab</em> of the Configuration Window.]] <br/><br />
<br />
This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.<br />
<br />
===== Appearance =====<br />
<br />
Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.<br />
<br />
[[File:05.Body tube appearance tab.png|thumb|600 px|center|The <em>Appearance tab</em> of the Configuration Window.]] <br/><br />
<br />
There are two sections here, the <strong>Figure style</strong> section and the <strong>Appearance</strong> section. <em>Figure style</em> changes what the 2D figure looks like, whereas <em>Appearance</em> will change what the 3D model will look like. If you wish to use any custom textures or images in your rocket design, you can load those through the <strong>Texture</strong> drop-down menu.<br />
<br />
===== Comment =====<br />
<br />
This section does not really need much explanation. If you want to write any comments or notes about your component (why you chose the values you did, etc.), then this is the place to do it.<br />
<br />
[[File:06.Body tube comment tab.png|thumb|600 px|center|The <em>Comment tab</em> of the Configuration Window.]] <br/><br />
<br />
Now that we have been through all of the tabs of the <em>Body Tube</em> component, click the Close button. You should now notice that the rest of the components are now unlocked in the top right of the <em>Design window</em>. This is because all component types can be added to a body tube. However, a <strong>Nose cone</strong> should be selected <strong>first</strong> if you are making your own rocket.<br />
<br />
Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the <em>Body tube</em> in the design window in the top left panel of OpenRocket.<br />
<br />
=== Available Components ===<br />
<br />
As previously mentioned, there are 16 component types to choose from within OpenRocket. These are split into three sections: <br/><br />
<ul><br />
<li><strong>Body components and fin sets</strong></li><br />
<li><strong>Inner components</strong></li><br />
<li><strong>Mass objects</strong></li><br />
</ul> <br/><br />
[[File:ComponentSupertypes.png|thumb|800 px|centre|The <em>Component types</em> menu.]] <br/><br />
<br />
==== Body components and fin sets ====<br />
<br />
Within <em>Body components and fin sets</em> we have 8 component types. These components make up the external and main body of the rocket; everything else is inside the rocket. As you will see in the image the component types are: <br/><br />
<br />
<ul><li><strong>Nose Cone</strong>: The very tip of the rocket. Usually, you will select this component first.</li><br />
<li><strong>Body Tube</strong>: As we have seen, the body tube makes up the main section of a stage.</li><br />
<li><strong>Transition</strong>: A component that usually joins one body tube to another (normally larger) tube.</li><br />
<li><strong>Trapezoidal</strong> fin: A fin set that is in the shape of a trapezoid.</li><br />
<li><strong>Elliptical</strong> fin: A fin set that is in the shape of an ellipse.</li><br />
<li><strong>Freeform</strong> fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a design window for you to alter the shape as desired.</li><br />
<li><strong>Tube Fins</strong> Special fins, typically made from body tubes attached to the outside of the rocket body.</li><br />
<li><strong>Launch Lug</strong>: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.</li></ul><br/><br />
<br />
[[File:ComponentBodyAndFins.png|thumb|800 px|centre|The <em>Body components and fin sets</em> submenu.]] <br/><br />
<br />
==== Inner Components ====<br />
<br />
Within <em>Inner components</em> we have 5 component types, and these components are all internal. As with <em>Body components and fin sets</em> we will now run through the list of components. <br/><br />
<ul><br />
<li><strong>Inner tube</strong>: This component lets you add tubes to the inside of the main body tube.</li><br />
<li><strong>Coupler</strong>: Used in multi-stage rockets, a coupler joins two sections together.</li><br />
<li><strong>Centering ring</strong>: These can be used to support other components (e.g., a motor), in the centre of a larger tube.</li><br />
<li><strong>Bulkhead</strong>: This is a block of material that forms a stop or barrier between two different areas.</li><br />
<li><strong>Engine block</strong>: An engine block prevents the motor from moving forward in the motor mount tube.</li><br />
</ul><br /><br />
<br />
[[File:ComponentInner.png|thumb|800 px|centre|The <em>Inner Components</em> submenu.]] <br/><br />
<br />
==== Mass Objects ====<br />
<br />
Within <em>Mass objects</em> we have 4 component types. They are:<br /><br />
<br />
<ul><br />
<li><strong>Parachute</strong>: Like any good parachute, this component will stop your rocket from becoming scrap.</li><br />
<li><strong>Streamer</strong>: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.</li><br />
<li><strong>Shock cord</strong>: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is blown off to deploy the parachute/streamer.</li><br />
<li><strong>Mass component</strong>: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to whatever you want it to represent.</li><br />
</ul><br/><br />
<br />
[[File:ComponentMasses.png|thumb|800 px|centre|The <em>Mass Objects</em> submenu.]] <br/><br />
<br />
You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket. <br/><br />
<br />
<br />
== A <em>Simple Model Rocket</em> Example ==<br />
<br />
In this section we will look at the components used in the <em>A simple model rocket</em> example design. To get started, start OpenRocket and navigate to the main window. As a reminder it looks like this:<br />
<br />
[[File:Main_window.png|thumb|800 px|center|The Openrocket <em>main window</em>.]] <br/><br />
<br />
==== Opening Example Designs ====<br />
<br />
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered in the <em>Getting Started</em> section of this guide, but as a refresher the steps for doing this are as follows: <br /><br />
<ul><br />
<li>In the main window, click on the <strong>File</strong> menu at the top left.</li><br />
<li>Scroll down to <strong>Open Examples...</strong> open, and expand that menu. Here you will see a list of the available rocket design examples.</li><br />
</ul><br /><br />
Your screen should now look like this:<br />
<br />
[[File:OpenExample.png|thumb|800 px|center|Opening an <em> example rocket </em>]] <br/><br />
<br />
Click on first example, our <strong><em>Simple model rocket</em></strong>. A <em>Rocket configuration</em> window should appear, with the <em>Design Name</em> (A simple model Rocket) and <em>Designer</em> (Sampo Niskanen) fields populated. The <em>Comments</em> and <em>Revision History </em> fields will be blank. Click <strong>Close</strong>. You should now have successfully loaded the rocket and be able to see a 2D schematic in the <em>Rocket Design</em> window.<br />
<br />
[[File:After_complete_design.png|thumb|1000 px|center|Bottom half of the <em>Rocket design</em> window.]] <br/><br />
<br />
==== Components used in ‘A simple model rocket’ ====<br />
<br />
Now we will have a quick look through the components used in the example rocket. If you look towards the top left of the <strong>Rocket Design</strong> window you will see that there is a tree of components shown. By default they should all be fully expanded. If not, do so now.<br />
<br />
[[File:Structure.png|thumb|397 px|center|Top left-hand portion of the <em>Rocket design</em> window.]]<br/><br />
<br />
This image shows <em>A simple model rocket</em> at the top, followed by the <strong>Sustainer</strong>, which is <em>Stage 1</em> of the rocket. <br/><br />
<br />
If we look at the first component in the <em>Sustainer</em> stage we see that it is the nose cone. Double click on that now. This will bring up the <em>Nose cone configuration</em> window.<br />
<br />
[[File:ConfigNose.png|thumb|600 px|center|Nose Cone Configuration Window.]]<br/><br />
<br />
As we have already examined the <em>configuration window</em> we will not repeat ourselves here. However, you will see that in this example we have used an <strong>Ogive</strong> nose cone with a <em>Shape parameter</em> of 1.0. If you read the description of the component to the right in the configuration window, you will discover that a value of 1.0 produces a <strong>tangent ogive</strong>. <br/><br />
<br />
Moving down the window, you will see that the <strong>Nose cone length</strong> has a value of 10, the <strong>Base diameter</strong> has a value of 2.5, and the <strong> Wall thickness</strong> has a value of 0.2. All of these parameters have been set, in this example, to use centimeters (<strong>cm</strong>) as their unit. You should also see that this component is using <strong>Polystyrene</strong> as its material with a <strong>Regular paint</strong> finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the paint is 60.0 micrometers thick. In the bottom left, the component <em>weight</em> is currently 13.2 grams. Go ahead and play around with the sliders to see how the component changes, and then change them back when you are finished. <br/><br />
<br />
If you move over to the <em>Shoulder</em> tab, you'll be able to see the size attributes of the shoulder. Again, you can play around with the sliders if you want--as long as you change them back to the original settings when you are finished. For reference these are <strong>2.3, 2.0</strong> and <strong>0.2</strong> centimeters, respectively. Also have a look through the rest of the tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you were to change to the <strong>3D Finished</strong> view type, you will see how the finished model looks. <br/><br />
<br />
Moving on to the <em>Body tube</em>, you can access its various attributes by double-clicking on it in the <em>Rocket design</em> window. Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we have already looked into the various components earlier, we will not go into great detail here. <br/><br />
<br />
Note the eight other components that have been placed onto the <em>Body tube</em>. In descending order these are: <br/><br />
<ul><br />
<li><strong>Trapezoidal fin set</strong></li><br />
<li><strong>Inner Tube</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Centering Ring</strong></li><br />
<li><strong>Shock Cord</strong></li><br />
<li><strong>Parachute</strong></li><br />
<li><strong>Wadding</strong></li><br />
<li><strong>Launch lug</strong></li><br />
</ul><br /><br />
The <em>Inner Tube</em> in this design is used as a motor mount. You will see this if you go to the <strong>Motor</strong> tab in the <em>Inner Tube configuration</em> window. This means that a motor has been fitting into this piece. Upon inspection we can see that the current motor name is displayed in the <strong>Flight configuration</strong> drop-down list, on the right side of the main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this simulation, as well as the other example simulations that you will see on the <em>Flight simulation</em> tab. <br/><br />
<br />
The ninth component is place inside the <em>inner tube</em>. This is the engine block. If you look at the schematic of the rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of the other components, you will note that the recovery method used in this rocket is a <em>Parachute</em>: the red dashed rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a <em>Shock cord</em>, which (as was discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black, dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the <em>Wadding</em>, which is a mass component and is used here to bring the centre of gravity forward towards the nose. <br/><br />
<br />
We have now looked through the components used within the simple model rocket example. If you would like to see other available components, see <strong>Appendix A</strong>. Now that we are familiar with what makes up the rocket we will go ahead and build one from scratch! <br/><br/><br />
<br />
== Building ‘A simple model rocket’ ==<br />
<br />
In this section we will build up the example model from scratch. After you have completed this process, you should be able to apply what you've learned in order to make any basic rocket you want. So let’s begin... <br/><br />
<br />
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket. <br/><br />
<br />
1) <strong>Select the nose cone</strong>. Change its type to <strong>Ogive</strong>, if that isn't already selected. Make sure that <em>Shape parameter</em>, <em>Nose cone length</em>, <em>base diameter</em>, and <em>Wall thickness</em> values are set to <strong>1.0</strong>, <strong>10.0</strong>, <strong>2.5</strong> and <strong>0.2</strong>, respectively. The units are centimeters by default, so we should not need to change these. Finally, change the <em>Component material</em> to <strong>Polystyrene</strong>. <br/><br />
<br />
2) Next, while still in the <em>Nose cone configuration</em> window, move to the <em>Shoulder</em> tab. Change the diameter to <strong>2.3</strong>, the length to <strong>2.0</strong>, and the thickness to <strong>0.2</strong>. Also, check the <strong>End capped</strong> box.<br/><br />
<br />
3) The last thing we have to do with the nose cone is to change its <em>Appearance</em>, so switch to that tab now. Leave the <em>Figure style</em> section unchanged but under the <em>Appearance</em> section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now. <br/><br />
<br />
You should now see this in the view area at the bottom of the main OpenRocket window:<br />
<br />
[[File:NoseComplete.png|thumb|600 px|center|Nose Cone]] <br/><br />
<br />
4) Next, add the <em>Body tube</em>. The measurements for <em>length</em>, <em>outer diameter</em>, <em>inner diameter</em>, and <em>wall thickness</em> are <strong>30.0</strong>, <strong>2.5</strong>, <strong>2.3</strong>, <strong>0.1</strong>, respectively. Note that it may be easier to enter the last two manually rather than use the spin boxes or sliders. Leave the <strong>Automatic</strong> and <strong>Filled</strong> boxes unchecked. The material should remain <strong>Cardboard</strong> and the finish should be <strong>Regular Paint</strong>. The only other thing you should change here is the appearance, but we'll leave that to you as an exercise. <br/><br />
<br />
You should now have this:<br />
<br />
[[File:BodyComplete.png|thumb|800 px|center|Nose Cone and Body]] <br/><br />
<br />
5) Moving on, we next need to add a <strong>Fin set</strong>. Make sure you have clicked on the <em>Body tube</em> so that it’s highlighted then click on the <strong>Trapezoidal</strong> component type. The <em>Trapezoidal fin set configuration</em> window will have appeared. Leave the left side of the window alone: the settings there are fine as-is. However, we will need to change some things on the right hand side. First, change the <em>Fin cross section</em> to <strong>Rounded</strong>. Also, reduce the <em>Thickness</em> to <strong>0.2</strong>. That’s all we need to do in this tab. Now move to the <em>Appearance</em> tab and customize to your preference.<br />
<br />
[[File:FinsComplete.png|thumb|800 px|center|Nose Cone, Body, and Fins]] <br/><br />
<br />
6) The next component we need to add is the <strong>Inner tube</strong>. Once again highlight the body tube and then click on the <em>Inner tube</em> component button. There are a couple of attributes we should change here. First, increase the <em>Length</em> value to <strong>7.5</strong>. Also, increase the <em>Plus</em> value to <strong>0.5</strong>. Leave everything else the same. <br/><br />
<br />
Now go to the <em>Motor</em> tab. There are a few things we need to add here. To start, check the <em>This component is a motor mount</em> checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First, we will deal with the easy part: Increase the <em>Motor overhang</em> to <strong>0.3</strong>. Now click <em>Close</em> button to close the <em>Inner Tube configuration</em> window. <br /><br />
<br />
<span id="motorconfig"></span><br />
Now click on the <strong>Motors & Configuration</strong> tab towards the left upper corner of the main OpenRocket window, just under the menu bar. On the resulting page, note the <em>Motors</em> tab towards the left upper corner. Make sure the <em>Inner T...</em> box is checked, and then click on the <em>New Configuration</em> button in the top center portion of the upper panel. You should see that a new configuration has been added to the list of configuration.<br />
<br />
[[File:MotorConfigs.png|thumb|1000 px|center|Motors & Configurations window]] <br/><br />
<br />
Left-click in the <em>Inner Tube</em> column, and then click the <strong>Select motor</strong> button just below the open panel on the right of the screen. The <em>Select a rocket motor</em> window now appears:<br />
<br />
[[File:MotorSelection.png|thumb|1000 px|center|Motor Selection window]] <br/><br />
<br />
To make sure your window looks the same as the one above, follow these steps:<br /><br />
<ul><br />
<li>Make sure the <em>Filter Motors</em> tab is selected in the top right corner of the window.</li><br />
<li>Click "Clear All", then select only the <strong>Estes</strong> option in the <em>Manufacturer</em> list.</li><br />
<li>Make sure that the <em>Total Impulse</em> slider is positioned over <strong>A</strong> (all the way to the left).</li><br />
<li>Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.</li><br />
<li>Look for the <strong>A8</strong> motor in list on the left side of the window. Click on it.</li><br />
<li>In the <em>Ejection charge delay</em> field at the top left, enter the value <strong>3</strong>.</li><br />
</ul><br />
<br />
Now click the <em>OK</em> button at the lower right corner of the window.<br /><br /><br />
<br />
If everything went to plan, you have successfully added the <strong>Estes A8-3</strong> motor to your rocket. Now repeat these steps for the following motors, using a <em>New Configuration</em> for each new motor you add:<br/><br />
<ul><br />
<li><strong>Estes B6-4</strong></li><br />
<li><strong>Estes C6-3</strong></li><br />
<li><strong>Estes C6-5</strong></li><br />
<li><strong>Estes C6-7</strong></li><br />
</ul><br />
<br /><br />
After you have added the rest of the motors, click back on the <em>Rocket design</em> tab just under the main menu. <br/><br />
<br />
<br />
7) The next component we will add is the <strong>Engine Block</strong>. This time make sure that the <em>Inner tube</em> is highlighted and then add an engine block component. Change the <em>Inner diameter</em> to <strong>1.2</strong> and the <em>Wall thickness</em> to <strong>0.3</strong>. Also, change the <em>Position relative to:</em> <strong>Top of the parent component</strong>. The last change we will make is to increase <em>plus</em> to <strong>0.2</strong>. That is all we have to do for this component. <br/><br />
<br />
Your rocket should now look like this:<br />
<br />
[[File:EngineBlockCompleted.png|thumb|800 px|center|Added the Engine Block]] <br/><br />
<br />
8) We will now add two <strong>Centering Rings</strong>. Make sure the <em>Body tube</em> is highlighted in the list of components under <em>Rocket design</em>, then click on the <em>Centering ring</em> component type. The first one is fine as-is, so we will not make any changes. However, we will add the following line under the <em>Comment</em> tab: <strong>The centering ring automatically takes the outer diameter of the body tube and the inner diameter of the inner tube.</strong> <br/><br />
<br />
Now click <em>Close</em>, select the body tube again and add another <em>Centering ring</em>. This time all we have to do is to change <em>plus</em> to <strong>-4.5</strong>. Also, add the same comment as for the first ring.<br />
<br />
[[File:CenteringRings.png|thumb|800 px|center|Added Centering Rings]] <br/><br />
<br />
9) The next component we will add is the <strong>Shock cord</strong>. As usual, make sure the <em>Body tube</em> is selected before adding the shock cord component. After it has been added change the <em>Plus</em> value to <strong>2</strong>, <em>Packed length</em> to <strong>5.2</strong>, and <em>Packed diameter</em> to <strong>1.2</strong>. Again, we will add a comment to this component. Enter the following line to the <em>Comment</em> section: <strong>The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.</strong>. Click the <em>Close</em> button to close the window, as the shock cord has now been completed.<br />
<br />
[[File:ShockCordComplete.png|thumb|800 px|center|Added Shock Cord]] <br/><br />
<br />
10) Now we need to add the <strong>Parachute</strong>. With the body tube highlighted, add a parachute component. Change <em>Plus</em> to <strong>3.2</strong>, <em>Packed length</em> to <strong>4.2</strong> and <em>Packed diameter</em> to <strong>1.8</strong>. That is everything we need to do to the parachute. Click <em>Close</em> to close the window. You can see what your rocket should now look like below.<br />
<br />
[[File:ParachuteAdded.png|thumb|800 px|center|Added Parachute]] <br/><br />
<br />
11) The second-to-last component to add is a <strong>Mass Component</strong>. Go ahead and add one to the body tube now. Adjust the <em>Mass</em> to <strong>2</strong> grams (g), the <em>Approximate density</em> to <strong>0.16</strong> g/cm^3, the <em>length</em> to <strong>3.0</strong>, the <em>diameter</em> to <strong>2.3</strong> and finally the <em>Plus</em> value to <strong>8.0</strong>. It may be easier to enter these manually. The last thing you have to do is to rename it from ‘Unspecified’ to <strong>Wadding</strong>. Leave everything else as it is and click the <em>Close</em> button.<br />
<br />
[[File:AddedMass.png|thumb|800 px|center|Added Mass]] <br/><br />
<br />
12) Almost done! One final component left to add: the <strong>Launch lug</strong>. Add this to the body tube now. Change the <em>Length</em> to <strong>3.5</strong>, the <em>Outer diameter</em> to <strong>0.7</strong>, and the <em>inner diameter</em> to <strong>0.5</strong>. Leave the <em>Thickness</em> as it is. Also, change the <em>Radial position</em> to <strong>19</strong> degrees. Click <em>Close</em>.<br />
<br />
[[File:LaunchLugAdded.png|thumb|800 px|center|Added Launch Lug]] <br/><br />
<br />
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can use what you know to create more rockets, or you can proceed to the next section of the User Guide: [[Basic Flight Simulation]]. Have fun!<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Getting Started|&larr; Getting Started]]</div><br />
<div style="float: right;">[[Basic Flight Simulation|Basic Flight Simulation &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:06.Body_tube_comment_tab.png&diff=35608File:06.Body tube comment tab.png2022-08-29T01:32:23Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:05.Body_tube_appearance_tab.png&diff=35607File:05.Body tube appearance tab.png2022-08-29T01:30:06Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:04.Body_tube_override_tab.png&diff=35606File:04.Body tube override tab.png2022-08-29T01:27:14Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:03.Motor_tube_tab.png&diff=35605File:03.Motor tube tab.png2022-08-29T01:24:22Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:02.Body_tube_configuration.png&diff=35604File:02.Body tube configuration.png2022-08-29T01:20:56Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:01.New_Design.png&diff=35603File:01.New Design.png2022-08-29T01:13:51Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Feature_wishlist&diff=35602Feature wishlist2022-08-26T16:00:10Z<p>Hcraigmiller: /* Rocket Modeling Features */</p>
<hr />
<div>{{Access}}<br />
<br />
The feature wishlist details some desired features for OpenRocket, concentrating on ones that can reasonably well be implemented without deep knowledge of the OpenRocket internals. If you find something you'd like to contribute (or make something up yourself), please inform us about that on the [https://lists.sourceforge.net/lists/listinfo/openrocket-devel OpenRocket-devel mailing list] and we can help you get started.<br />
<br />
This page complements the [http://openrocket.svn.sourceforge.net/viewvc/openrocket/trunk/TODO distribution TODO file], which contains more ideas in a shorter form. Please feel free to comment on the issues.<br />
<br />
<br />
<br />
== UI improvements ==<br />
<br />
There are various places in need of attention in the UI. The UI code is also in some places a bit messy, and should be cleaned up.<br />
<br />
* Intuitive zooming of the plots<br />
** normal magnifying glass buttons for zoom in/out<br />
** currently click-drag towards the lower-right zooms in, towards the upper-left resets the zoom to original - very unintuitive (JFreeChar default)<br />
** should be implemented as a generic component that could be used in various places<br />
* Ctrl+scroll wheel should zoom in/out the rocket design (and maybe also plots)<br />
* [[Component databases]]<br />
* Rework base frame to have better use of realestate. Replace the component selection box with something smaller and reuse that space for editing components. Perhaps use a library like [http://www.infonode.net/index.html?idw InfoNode Docking Windows]<br />
<br />
== Rocket Modeling Features ==<br />
<br />
* support (and print patterns for) cluster mount centering rings<br />
* compound fins<br />
* launch lug/rail button standoffs<br />
<br />
== 3D view of the rocket ==<br />
<br />
A 3D view of the rocket is greatly desired, but I have no experience in 3D programming. Below are a few ideas or a "wish list" (not all need to be implemented!)<br />
<br />
* 3D view as an alternative to the side and back rocket view<br />
** rotation using the mouse drag-and-drop<br />
** either "normal" view or a translucent view, where the opacity of each component is something like 0.3-0.5<br />
** decals - allow a user to define 1-n images that are positioned at some point of the rocket body or fins<br />
** allow configuring a spiral wound for body tubes<br />
** selecting components by clicking on them (like you can in the 2D view). Not sure whether it's a good idea to show the selected component in any special way though.<br />
** allow defining "shininess" of the component (there's really something like 3 parameters controlling this, but for UX I think we should try to make a single parameter which works reasonably for all)<br />
<br />
* An animation of a simulated flight<br />
** general overview of flight (with possibility to magnify the rocket)?<br />
** different camera angles to choose from, some ideas:<br />
*** launcher view<br />
*** profile view<br />
*** a camera attached to the rocket pointing to the side / tail<br />
*** a camera moving along with the rocket either from the top or side<br />
** selectable launch scenery<br />
** allow selecting whether xyz-axis are displayed on the rocket during flight<br />
*** provides a visualization of what the rocket is doing during the flight<br />
*** rocket movement often very hard to visualize looking at just graphs<br />
*** may require additional flight parameters to be stored during simulation<br />
<br />
== Printing support ==<br />
<br />
Printing is one of the most asked-for features for OpenRocket. At the same time it would be natural to allow exporting the same as PNG, SVG or PDF.<br />
<br />
Support can be implemented in various levels. At least the following are candidates for places where print/export may be desireable:<br />
<br />
* fin templates, conical transition/nose cone templates, nose cone profiles<br />
* the rocket design view<br />
* the simulation plots (JFreeChart has some support built-in)<br />
* printing a design report (see below)<br />
<br />
<br />
== Creating/printing a rocket design report ==<br />
<br />
The ability to create a report containing the most important design information to present to a RSO at a launch event. The structure of the report could be something like the following:<br />
<br />
* Title<br />
* Section describing the rocket in general without motors<br />
** design name<br />
** empty mass & CG<br />
** CP position<br />
** CP position at 5 degree AOA (or similar)<br />
** number of stages<br />
** parachute/streamer sizes<br />
** max. diameter (caliber)<br />
* Section for each motor configuration<br />
** a summary of the motors, e.g. 3xC6-0; B4-6<br />
** a list of the motors including the manufacturer, designation (maybe also info like burn time, grams of propellant, total impulse)<br />
** total grams of propellant<br />
** total impulse<br />
** takeoff weight<br />
** CG and CP position, stability margin<br />
** predicted flight altitude, max. velocity and max. acceleration<br />
** predicted velocity at chute deployment<br />
** predicted descent rate<br />
* Diagram of the rocket (positioned vertically on the right side of the first page)<br />
** CP position<br />
** CG position without motors and in each configuration (the labels should alternate on right and left sides to avoid being on top of each other)<br />
<br />
<br />
The user flow could be something like the following:<br />
<br />
* Select from menu Rocket -> Design report<br />
* A dialog opens to ask which motor configurations to include in the report<br />
** maybe ask paper size as well<br />
* Simulations are run for each to get most up-to-date info<br />
* Report is shown to user, allowing them to save or print it<br />
<br />
Technical considerations:<br />
<br />
* Predicted data readily available from OR (ask for details)<br />
* The rocket plot can and should use the same rendering as the design window<br />
* How to define launch conditions? Should the user select simulations to include in the report instead of motor configurations?<br />
<br />
One issue is also in what format and how to create the report. Below are a few alternatives that have been considered, others are possible as well.<br />
<br />
* Generate the report in HTML<br />
** Pros:<br />
*** easy to generate<br />
*** can be displayed using a JTextPane<br />
*** allows saving as HTML<br />
*** easy to print from Java using JTextComponent.print()<br />
** Cons:<br />
*** including the plot might be problematic and requires a separate file when saving<br />
*** rocket diagram needs to be in raster format<br />
*** no support for smart pagination<br />
* Use [http://itextpdf.com/ iText] or some other PDF generator<br />
** Pros:<br />
*** exported directly as PDF, only one file in output<br />
*** more control, can produce more professional-looking output<br />
*** rocket diagram can be in vector format<br />
*** can be better paginated<br />
** Cons:<br />
*** may be more difficult to generate(?)<br />
*** smart pagination may be challenging / require additional work<br />
*** displaying and printing the report may need separate support (maybe using [http://pdfbox.apache.org/ PDFBox]?)<br />
* Generate LaTeX document and figures for later compilation<br />
** Pros:<br />
*** Extremely high quality output<br />
*** Equations, pagination, sections, hyperlinks and anything else you could want<br />
*** Fully vectorised graphics<br />
*** User can easily manually customise output file<br />
*** Easy to program on the Java side as just generating plain text<br />
** Cons:<br />
*** Requires an external LaTeX distribution<br />
*** Not everyone knows LaTeX.<br />
<br />
== Rocket Model and Simulation enhancements ==<br />
<br />
* Add deployment events, ignition events, and other rocket components to be modified per configuration. Examples of configurable properties:<br />
** mass objects to support models with changable nose weight or different electronic configurations<br />
** different recovery devices used for different motor selection<br />
** use different deployment events (different altitude settings for example) with different motors<br />
** better model high power staging and air-starts<br />
* Support fins on transitions<br />
<br />
== Memory profiling ==<br />
<br />
OpenRocket seems to consume quite a lot of memory, and likely has numerous memory leaks. (During initial development the effort was on getting it to work, not managing memory.) Below are a few suggestions what could be done to improve the memory handling.<br />
<br />
* Profile OpenRocket's memory usage to find potential leaks<br />
* Implement a scheduled task that checks the memory usage every ten seconds or so<br />
** Warn the user if 90% of available memory has been used<br />
** Offer to send memory profiling data automatically to developers (?)<br />
<br />
<br />
== Aerodynamic computation enhancements ==<br />
<br />
While OpenRocket produces reasonably accurate results for typical model rockets, there are many cases which are in need of expert attention.<br />
<br />
In most cases the implementation can be done by the core developers if only clear methods are available!<br />
<br />
* Drag and CG estimation at higher supersonic speeds (>1.5M) are currently poor<br />
<br />
* Support for additional components, such as external pods and tube fins<br />
** Estimation of CG, CNa and drag coefficient are required<br />
<br />
* Roll rate estimation is off by about a factor of two for unknown reasons (see sections 3.3 and 6.3 of the [http://openrocket.sourceforge.net/documentation.html technical documentation])<br />
<br />
* Aerodynamic force computation using CFD (computational fluid dynamics)<br />
** Should preferably use some standard package such as [http://www.csc.fi/english/pages/elmer Elmer] or [http://www.openfoam.com/ OpenFOAM]<br />
** Communication either using JNI or stdin/stdout to a standalone executable<br />
** Implementation requires at least:<br />
*** creation of the simulation mesh<br />
*** calling the computational method<br />
*** deducing the forces and moments (preferably being able to separate the contribution of different components)<br />
*** cacheing and interpolating data for efficient simulation<br />
** Visualization would be a great plus!<br />
* Should implement warning when the descent velocity is too high<br />
* Support parachutes with holes, x-form parachutes<br />
* Custom shaped nose cones - perhaps the aerodynamics could be estimated by approximating the shape with a series of transitions.<br />
<br />
[[User:Saadzmirza|Saadzmirza]] ([[User talk:Saadzmirza|talk]]) 07:52, 21 March 2018 (EET)'s opinion:<br />
Aerodynamic forces and moments coefficients and derivatives should be computed using Missile DATCOM instead of CFD. CFD is not very accurate, and requires very advanced inputs to be accurate.<br />
** Not sure what the availability of Missile DATCOM is, but it may make this an ITAR controlled software.<br />
* Combined with a batchmode analysis for trajectory dispersion analysis, as well as further support for wind profiles to be entered as a function of altitude and direction, and optimization of launcher azimuth and elevation, this software will be a powerful tool for the design, optimization, and performance, stability, and trajectory analysis of suborbital sounding rockets.<br />
<br />
== Dispersion Analysis ==<br />
<br />
Dispersion analysis answers the question, where will the rocket land.<br />
<br />
*'''Summary: '''<br />
Dispersion analysis permits several input parameters to the standard OpenRocket flight model to be treated as random variables instead of scalars. A Monte Carlo wrapper is put around the OpenRocket simulation, numerous simulations are executed randomly changing the input parameters, and the results are tabulated. At the end of the Monte Carlo simulation, the landing point is estimated along with 1 sigma, 2 sigma, and 3 sigma confidence bands around this answer. Flight trajectories including maximum altitude are determined as well. <br />
<br />
*'''Design of the model:'''<br />
Since December 2008, in the US, dispersion analysis is required for all rocket flights whose total impulse exceeds 40,960 N-sec. The documentation requirements are greater than non-Class 3 rockets, and the FAA will verify the results of a dispersion analysis using their own models. The initial release of an OpenRocket dispersion analysis tool should use inputs as close as possible to the inputs used by the FAA internal tools. <br />
<br />
Even in places outside US FAA jurisdiction, analyzing where a large rocket will land is good practice. Following FAA established procedures is sensible first approach. <br />
<br />
*'''Inputs to the model:'''<br />
The only commercially available program (I know about) which provides dispersion analysis accepted by the FAA identifies 19 variable parameters. These parameters could be specified as an expected value plus a variance or standard deviation around this value. <br />
**Mass Of The Rocket<br />
**Moment Of Inertia<br />
**Product of Inertia<br />
**Center Of Gravity Location<br />
**Axial Force Coefficient<br />
**Normal Force Coefficient<br />
**Center of Pressure Location<br />
**Fin Cant Angle<br />
**Total Impulse Of The Motor<br />
**Propellant Mass<br />
**Thrust Axis<br />
**Wind Direction<br />
**Wind Velocity<br />
**Launch Rail Azimuth Angle<br />
**Launch Rail Elevation Angle<br />
**Ignition Failure Likelihood<br />
**CATO Of The Rocket Motor Likelihood<br />
**Deployment Failure Likelihood<br />
**Chute Failure Likelihood<br />
<br />
Many of these numbers are difficult to quantify without access to significant research facilities, but reasonable defaults are known and accepted. OpenRocket should permit any/all/none of these values to default. <br />
<br />
Future enhancements could include adding additional variables, and enhancing the input to resemble the Rocket Optimization screen.<br />
<br />
*'''Output of the model:'''<br />
OpenRocket should output a predicted landing zone, with circles at the 1 sigma, 2 sigma, and 3 sigma confidence bands. A flight trajectory should output as well. Initially the landing zone could be a set of GPS coordinates, or coordinates relative to the launch site in feet or meters.<br />
<br />
Future enhancements could include enhanced graphics and possibly overlay the simulation results with Google Maps or similar.</div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35597FAQ2022-06-27T18:54:23Z<p>Hcraigmiller: /* Changing Launch Conditions of Existing Flight Configurations */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why don't my existing flight simulation results change when I change my "Launch" preferences? ===<br />
<br />
To allow users to change components, recovery options, and even motors without changing their simulation launch conditions, when you run a flight simulation, the launch preferences selected at that moment attach to that flight configuration until manually changed. This also allows you to create, update, and compare different launch conditions (such as different launch guide lengths and even different launch location characteristics) without losing your settings when simulations are re-run.<br />
<br />
==== Changing Launch Conditions of Existing Flight Configurations ====<br />
<br />
To change and compare launch conditions, duplicate a flight configuration, edit one of the configuration launch conditions, then re-run and comopare the results.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Create Duplicate Flight Configurations</td><br />
<td>'''[[File:0001.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
<br />
Double right-click the simulation being changed...<br />
<br />
<table class="left"><br />
<tr><br />
<td>Change Launch Rod Length</td><br />
<td>'''[[File:0002.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Re-Run Simulation</td><br />
<td>'''[[File:0003.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
And, compare the results.<br />
<br />
</br><br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. And, each individual simulation has its own atmospheric conditions settings. The most common indicator that your atmospheric conditions settings may be incorrectly set is when one motor appears to have the correct ground-hit velocity and other motors show ground hit velocities that are much higher than expected, even 10 times higher. <br />
<br />
Your atmospheric conditions settings may be adjusted on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
But, ''unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, '''you should always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35596FAQ2022-06-27T18:19:23Z<p>Hcraigmiller: /* Changing Launch Conditions of Existing Flight Configurations */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why don't my existing flight simulation results change when I change my "Launch" preferences? ===<br />
<br />
To allow users to change components, recovery options, and even motors without changing their simulation launch conditions, when you run a flight simulation, the launch preferences selected at that moment attach to that flight configuration until manually changed. This also allows you to create, update, and compare different launch conditions (such as different launch guide lengths and even different launch location characteristics) without losing your settings when simulations are re-run.<br />
<br />
==== Changing Launch Conditions of Existing Flight Configurations ====<br />
<br />
To change and compare launch conditions, duplicate a flight configuration, edit one of the configuration launch conditions, then re-run and comopare the results.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Create Duplicate Flight Configurations</td><br />
<td>'''[[File:0001.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
<br />
Double right-click the simulation being changed...<br />
<br />
<table class="left"><br />
<tr><br />
<td>Change Launch Rod Length</td><br />
<td>'''[[File:0002.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Re-Run Simulation and Compare Results</td><br />
<td>'''[[File:0003.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
And, compare the results.<br />
<br />
</br><br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. And, each individual simulation has its own atmospheric conditions settings. The most common indicator that your atmospheric conditions settings may be incorrectly set is when one motor appears to have the correct ground-hit velocity and other motors show ground hit velocities that are much higher than expected, even 10 times higher. <br />
<br />
Your atmospheric conditions settings may be adjusted on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
But, ''unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, '''you should always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35595FAQ2022-06-27T18:17:58Z<p>Hcraigmiller: /* Questions and Answers */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why don't my existing flight simulation results change when I change my "Launch" preferences? ===<br />
<br />
To allow users to change components, recovery options, and even motors without changing their simulation launch conditions, when you run a flight simulation, the launch preferences selected at that moment attach to that flight configuration until manually changed. This also allows you to create, update, and compare different launch conditions (such as different launch guide lengths and even different launch location characteristics) without losing your settings when simulations are re-run.<br />
<br />
==== Changing Launch Conditions of Existing Flight Configurations ====<br />
<br />
To change and compare launch conditions, duplicate a flight configuration, edit one of the configuration launch conditions, then re-run and comopare the results.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Create Duplicate Flight Configurations</td><br />
<td>'''[[File:0001.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
<br />
Double right-click the simulation being changed...<br />
<br />
<table class="left"><br />
<tr><br />
<td>Change Launch Rod Length</td><br />
<td>'''[[File:0002.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Re-Run Simulation and Compare Results</td><br />
<td>'''[[File:0003.01.Launch Conditions.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
And, compare the results.<br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. And, each individual simulation has its own atmospheric conditions settings. The most common indicator that your atmospheric conditions settings may be incorrectly set is when one motor appears to have the correct ground-hit velocity and other motors show ground hit velocities that are much higher than expected, even 10 times higher. <br />
<br />
Your atmospheric conditions settings may be adjusted on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
But, ''unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, '''you should always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:0003.01.Launch_Conditions.png&diff=35594File:0003.01.Launch Conditions.png2022-06-27T18:07:05Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:0002.01.Launch_Conditions.png&diff=35593File:0002.01.Launch Conditions.png2022-06-27T18:06:32Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:0001.01.Launch_Conditions.png&diff=35592File:0001.01.Launch Conditions.png2022-06-27T18:05:56Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:04.02.01.Help_Screen.Rev_01.png&diff=35591File:04.02.01.Help Screen.Rev 01.png2022-06-25T18:34:22Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=File:04.01.01.Splash_Screen.Rev_01.png&diff=35590File:04.01.01.Splash Screen.Rev 01.png2022-06-25T18:33:21Z<p>Hcraigmiller: </p>
<hr />
<div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Downloading_%26_Installing&diff=35589Downloading & Installing2022-06-25T18:28:08Z<p>Hcraigmiller: /* Verify the Version Installed */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Introduction|&larr; Introduction]]</div><br />
<div style="float: right;">[[Getting Started|Getting Started &rarr;]]</div><br />
[[Main Page|&uarr; Back to Main Page]]<br />
</div><br />
<br />
__TOC__<br />
<br />
== Overview ==<br />
<br />
<font size="5"; color="red">OpenRocket '''<i>Beta 4</i>''' is now available for download!</font color><br />
<br />
OpenRocket Beta 4 is now available for Windows, macOS and Linux. <u>The easiest way to get OpenRocket up and running is to download and install one of the packaged installers</u>. The Packaged Installers come with everything needed, including the <b>''correct''</b> version of Java; '''you ''will not'' need to install, update or downgrade Java on your device to run them.'''<br />
<br />
For security reasons, beginning with the release of 22.02 Beta 2, ''download files for <font color="red">'''all available releases'''</font color> of OpenRocket '''are available on, and should be downloaded from the official OpenRocket website'' at:'''<br />
<br />
:[https://openrocket.info/ <span style="color:blue"><b>OpenRocket 22.02 Beta 4 Download</b>]<br />
<br />
</br><br />
<br />
== 2022 Beta 4 Pre-Installation Procedures ==<br />
<br />
A few users have reported difficulties with installing new versions of OpenRocket, and some of these relate to pre-installation procedures. Before beginning the installation of OpenRocket, the following actions should be undertaken. <br />
<br />
=== Close All Instances of OpenRocket ===<br />
<br />
By default, all beta versions of OpenRocket install to the same location on your device; beta versions even share preference and use files with version 15.03. Because of this, if OpenRocket is open when you attempt to install an updated version, the installation may not update all of the files needed for OpenRocket to function correctly.<br />
<br />
''Before installing an update'', you '''MUST''' close all open instances of OpenRocket.<br />
<br />
=== Uninstall Prior Beta Versions of OpenRocket ===<br />
<br />
As described above, by default, all beta versions of OpenRocket install to the same location on your device. Although not expressly required, it is suggested that all previously installed beta versions or OpenRocket be uninstalled before installing the updated version. This is not required, but is suggested to ensure the proper function of OpenRocket through the completion of beta testing.<br />
<br />
== 2022 Beta 4 After-Installation Checks ==<br />
<br />
=== Verify the Version Installed ===<br />
<br />
A few users have reported that new installations of OpenRocket are not functioning correctly, only to find out that the wrong version was installed. After your installation is complete, and before doing anything else, verify that you actually installed OpenRocket.22.02.beta.04 by undertaking the following steps:<br />
<br />
<table class="left"><br />
<tr><br />
<th>Step</th><br />
<th>What You Should See</th><br />
</tr><br />
<th>1</th><br />
<td><p>If the version number shown in <i><b>both</b></i> images below is not <b>OpenRocket.22.02.<font color="red">beta.04</font color></b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr><br />
<tr><br />
<td>Splash Screen</td><br />
<td>'''[[File:04.01.01.Splash_Screen.Rev_01.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Help &rarr; About</td><br />
<td>'''[[File:04.02.01.Help_Screen.Rev_01.png|left|frameless|384 px|center]]'''</td><br />
</tr><br />
<th>2</th><br />
<td><p>If the circled <i><b>icons</b></i> shown in the image below <b>are different that yours</b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr> <br />
<tr><br />
<td>Component Icons</td><br />
<td>'''[[File:03.03.01.Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>File Menu Icons</td><br />
<td>'''[[File:03.04.02.File_Menu.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
=== Check Settings ===<br />
<br />
<p>If everything looks good there, let's check settings.<br />
<br />
<table class="left"><br />
<tr><br />
<th>Setting</th><br />
<th>What You Should Do</th><br />
</tr><br />
<th>Off-screen Rendering</th><br />
<td><p>Some users have reported that the rocket shown in the design window is not full-size. This can occur if the off-screen rendering setting is not correct for your device. Using the <i>Three-stage rocket</i> example packaged with OpenRocket, this is what the problem looks like:</p></td><br />
</tr><br />
<tr><br />
<td>Too small</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.01.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Correct size</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.02.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td><br></td><br />
</tr><br />
<tr><br />
<td>Solution</td><br />
<td>In most instances, the solution is changing a setting in your preferences. You can find that setting here: Edit &rarr; Preferences &rarr; Graphics. And, you toggle the ''Use Off-screen Rendering'' setting. '''If it's off, then you turn it on'''. '''If it's on, then you turn it off'''. After changing this setting, you ''<b>must</b> exit and restart OpenRocket for the change to take effect''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.03.Box_Check.04.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>Experience has shown that those who use Apple Silicon Macs should uncheck this box, and those who use Windows should check this box. But, your OS platform may differ. If this does not correct the issue, contact development.</td><br />
</tr><br />
</table><br />
<br />
<br><br />
<br />
----<br />
<br />
<div style="text-align: center;"><br />
<div style="float: left;">&larr; [[FAQ|Go to Frequently Asked Questions]]</div><br />
<div style="float: right;">[[Tips|Go to Tips and Tricks &rarr;]]</div><br />
[[Component Details|&uarr; Go to Component Details]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Downloading_%26_Installing&diff=35588Downloading & Installing2022-06-25T18:27:30Z<p>Hcraigmiller: /* Verify the Version Installed */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Introduction|&larr; Introduction]]</div><br />
<div style="float: right;">[[Getting Started|Getting Started &rarr;]]</div><br />
[[Main Page|&uarr; Back to Main Page]]<br />
</div><br />
<br />
__TOC__<br />
<br />
== Overview ==<br />
<br />
<font size="5"; color="red">OpenRocket '''<i>Beta 4</i>''' is now available for download!</font color><br />
<br />
OpenRocket Beta 4 is now available for Windows, macOS and Linux. <u>The easiest way to get OpenRocket up and running is to download and install one of the packaged installers</u>. The Packaged Installers come with everything needed, including the <b>''correct''</b> version of Java; '''you ''will not'' need to install, update or downgrade Java on your device to run them.'''<br />
<br />
For security reasons, beginning with the release of 22.02 Beta 2, ''download files for <font color="red">'''all available releases'''</font color> of OpenRocket '''are available on, and should be downloaded from the official OpenRocket website'' at:'''<br />
<br />
:[https://openrocket.info/ <span style="color:blue"><b>OpenRocket 22.02 Beta 4 Download</b>]<br />
<br />
</br><br />
<br />
== 2022 Beta 4 Pre-Installation Procedures ==<br />
<br />
A few users have reported difficulties with installing new versions of OpenRocket, and some of these relate to pre-installation procedures. Before beginning the installation of OpenRocket, the following actions should be undertaken. <br />
<br />
=== Close All Instances of OpenRocket ===<br />
<br />
By default, all beta versions of OpenRocket install to the same location on your device; beta versions even share preference and use files with version 15.03. Because of this, if OpenRocket is open when you attempt to install an updated version, the installation may not update all of the files needed for OpenRocket to function correctly.<br />
<br />
''Before installing an update'', you '''MUST''' close all open instances of OpenRocket.<br />
<br />
=== Uninstall Prior Beta Versions of OpenRocket ===<br />
<br />
As described above, by default, all beta versions of OpenRocket install to the same location on your device. Although not expressly required, it is suggested that all previously installed beta versions or OpenRocket be uninstalled before installing the updated version. This is not required, but is suggested to ensure the proper function of OpenRocket through the completion of beta testing.<br />
<br />
== 2022 Beta 4 After-Installation Checks ==<br />
<br />
=== Verify the Version Installed ===<br />
<br />
A few users have reported that new installations of OpenRocket are not functioning correctly, only to find out that the wrong version was installed. After your installation is complete, and before doing anything else, verify that you actually installed OpenRocket.22.02.beta.04 by undertaking the following steps:<br />
<br />
<table class="left"><br />
<tr><br />
<th>Step</th><br />
<th>What You Should See</th><br />
</tr><br />
<th>1</th><br />
<td><p>If the version number shown in <i><b>both</b></i> images below is not <b>OpenRocket.22.02.<font color="red">beta.03</font color></b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr><br />
<tr><br />
<td>Splash Screen</td><br />
<td>'''[[File:04.01.01.Splash_Screen.Rev_01.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Help &rarr; About</td><br />
<td>'''[[File:04.02.01.Help_Screen.Rev_01.png|left|frameless|384 px|center]]'''</td><br />
</tr><br />
<th>2</th><br />
<td><p>If the circled <i><b>icons</b></i> shown in the image below <b>are different that yours</b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr> <br />
<tr><br />
<td>Component Icons</td><br />
<td>'''[[File:03.03.01.Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>File Menu Icons</td><br />
<td>'''[[File:03.04.02.File_Menu.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
=== Check Settings ===<br />
<br />
<p>If everything looks good there, let's check settings.<br />
<br />
<table class="left"><br />
<tr><br />
<th>Setting</th><br />
<th>What You Should Do</th><br />
</tr><br />
<th>Off-screen Rendering</th><br />
<td><p>Some users have reported that the rocket shown in the design window is not full-size. This can occur if the off-screen rendering setting is not correct for your device. Using the <i>Three-stage rocket</i> example packaged with OpenRocket, this is what the problem looks like:</p></td><br />
</tr><br />
<tr><br />
<td>Too small</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.01.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Correct size</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.02.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td><br></td><br />
</tr><br />
<tr><br />
<td>Solution</td><br />
<td>In most instances, the solution is changing a setting in your preferences. You can find that setting here: Edit &rarr; Preferences &rarr; Graphics. And, you toggle the ''Use Off-screen Rendering'' setting. '''If it's off, then you turn it on'''. '''If it's on, then you turn it off'''. After changing this setting, you ''<b>must</b> exit and restart OpenRocket for the change to take effect''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.03.Box_Check.04.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>Experience has shown that those who use Apple Silicon Macs should uncheck this box, and those who use Windows should check this box. But, your OS platform may differ. If this does not correct the issue, contact development.</td><br />
</tr><br />
</table><br />
<br />
<br><br />
<br />
----<br />
<br />
<div style="text-align: center;"><br />
<div style="float: left;">&larr; [[FAQ|Go to Frequently Asked Questions]]</div><br />
<div style="float: right;">[[Tips|Go to Tips and Tricks &rarr;]]</div><br />
[[Component Details|&uarr; Go to Component Details]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=Downloading_%26_Installing&diff=35587Downloading & Installing2022-06-17T16:57:18Z<p>Hcraigmiller: </p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Introduction|&larr; Introduction]]</div><br />
<div style="float: right;">[[Getting Started|Getting Started &rarr;]]</div><br />
[[Main Page|&uarr; Back to Main Page]]<br />
</div><br />
<br />
__TOC__<br />
<br />
== Overview ==<br />
<br />
<font size="5"; color="red">OpenRocket '''<i>Beta 4</i>''' is now available for download!</font color><br />
<br />
OpenRocket Beta 4 is now available for Windows, macOS and Linux. <u>The easiest way to get OpenRocket up and running is to download and install one of the packaged installers</u>. The Packaged Installers come with everything needed, including the <b>''correct''</b> version of Java; '''you ''will not'' need to install, update or downgrade Java on your device to run them.'''<br />
<br />
For security reasons, beginning with the release of 22.02 Beta 2, ''download files for <font color="red">'''all available releases'''</font color> of OpenRocket '''are available on, and should be downloaded from the official OpenRocket website'' at:'''<br />
<br />
:[https://openrocket.info/ <span style="color:blue"><b>OpenRocket 22.02 Beta 4 Download</b>]<br />
<br />
</br><br />
<br />
== 2022 Beta 4 Pre-Installation Procedures ==<br />
<br />
A few users have reported difficulties with installing new versions of OpenRocket, and some of these relate to pre-installation procedures. Before beginning the installation of OpenRocket, the following actions should be undertaken. <br />
<br />
=== Close All Instances of OpenRocket ===<br />
<br />
By default, all beta versions of OpenRocket install to the same location on your device; beta versions even share preference and use files with version 15.03. Because of this, if OpenRocket is open when you attempt to install an updated version, the installation may not update all of the files needed for OpenRocket to function correctly.<br />
<br />
''Before installing an update'', you '''MUST''' close all open instances of OpenRocket.<br />
<br />
=== Uninstall Prior Beta Versions of OpenRocket ===<br />
<br />
As described above, by default, all beta versions of OpenRocket install to the same location on your device. Although not expressly required, it is suggested that all previously installed beta versions or OpenRocket be uninstalled before installing the updated version. This is not required, but is suggested to ensure the proper function of OpenRocket through the completion of beta testing.<br />
<br />
== 2022 Beta 4 After-Installation Checks ==<br />
<br />
=== Verify the Version Installed ===<br />
<br />
A few users have reported that new installations of OpenRocket are not functioning correctly, only to find out that the wrong version was installed. After your installation is complete, and before doing anything else, verify that you actually installed OpenRocket.22.02.beta.03 by undertaking the following steps:<br />
<br />
<table class="left"><br />
<tr><br />
<th>Step</th><br />
<th>What You Should See</th><br />
</tr><br />
<th>1</th><br />
<td><p>If the version number shown in <i><b>both</b></i> images below is not <b>OpenRocket.22.02.<font color="red">beta.03</font color></b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr><br />
<tr><br />
<td>Splash Screen</td><br />
<td>'''[[File:04.01.01.Splash_Screen.Rev_01.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Help &rarr; About</td><br />
<td>'''[[File:04.02.01.Help_Screen.Rev_01.png|left|frameless|384 px|center]]'''</td><br />
</tr><br />
<th>2</th><br />
<td><p>If the circled <i><b>icons</b></i> shown in the image below <b>are different that yours</b>, <i>then you have installed the wrong version of OpenRocket</i>. Uninstall that version, download the new version, and try again.</p></td><br />
</tr> <br />
<tr><br />
<td>Component Icons</td><br />
<td>'''[[File:03.03.01.Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>File Menu Icons</td><br />
<td>'''[[File:03.04.02.File_Menu.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
=== Check Settings ===<br />
<br />
<p>If everything looks good there, let's check settings.<br />
<br />
<table class="left"><br />
<tr><br />
<th>Setting</th><br />
<th>What You Should Do</th><br />
</tr><br />
<th>Off-screen Rendering</th><br />
<td><p>Some users have reported that the rocket shown in the design window is not full-size. This can occur if the off-screen rendering setting is not correct for your device. Using the <i>Three-stage rocket</i> example packaged with OpenRocket, this is what the problem looks like:</p></td><br />
</tr><br />
<tr><br />
<td>Too small</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.01.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Correct size</td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.02.png|left|frameless|512 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td><br></td><br />
</tr><br />
<tr><br />
<td>Solution</td><br />
<td>In most instances, the solution is changing a setting in your preferences. You can find that setting here: Edit &rarr; Preferences &rarr; Graphics. And, you toggle the ''Use Off-screen Rendering'' setting. '''If it's off, then you turn it on'''. '''If it's on, then you turn it off'''. After changing this setting, you ''<b>must</b> exit and restart OpenRocket for the change to take effect''.</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>'''[[File:OR.Download-Install.Check_Settings.Rendering.03.Box_Check.04.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>Experience has shown that those who use Apple Silicon Macs should uncheck this box, and those who use Windows should check this box. But, your OS platform may differ. If this does not correct the issue, contact development.</td><br />
</tr><br />
</table><br />
<br />
<br><br />
<br />
----<br />
<br />
<div style="text-align: center;"><br />
<div style="float: left;">&larr; [[FAQ|Go to Frequently Asked Questions]]</div><br />
<div style="float: right;">[[Tips|Go to Tips and Tricks &rarr;]]</div><br />
[[Component Details|&uarr; Go to Component Details]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35586FAQ2022-06-14T02:17:32Z<p>Hcraigmiller: /* Why are my ground-hit velocities so inaccurate, so high? */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. And, each individual simulation has its own atmospheric conditions settings. The most common indicator that your atmospheric conditions settings may be incorrectly set is when one motor appears to have the correct ground-hit velocity and other motors show ground hit velocities that are much higher than expected, even 10 times higher. <br />
<br />
Your atmospheric conditions settings may be adjusted on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
But, ''unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, '''you should always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35585FAQ2022-06-14T02:06:50Z<p>Hcraigmiller: /* Why are my ground-hit velocities so inaccurate, so high? */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. These settings may be adjusted by the user on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
''Unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, you should '''always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmillerhttp://wiki.openrocket.info/index.php?title=FAQ&diff=35584FAQ2022-06-14T02:04:29Z<p>Hcraigmiller: /* Why are my ground-hit velocities so inaccurate, so high? */</p>
<hr />
<div><div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div><br />
<br />
{{UserGuideHelp}}<br />
<br />
<br />
<!--T:1--><br />
This page lists various frequently asked questions. Most of these are categorized as "How to" questions for various design issues.<br />
<br />
== Problems running OpenRocket ==<br />
<br />
=== When will OpenRocket run on a newer version of Java? ===<br />
<br />
Both Version 15.03 and the OpenRocket 22.02 Beta version are available by way of a ''packaged installer'', and the use of an installer package is '''strongly recommended'''. The packaged installer contains the correct version of Java '''for use ''only'' with ''that version'' of OpenRocket'''. <br />
<br />
For those users who still wish to use a .jar version of OpenRocket, '''the Java version installed on your device is critical to the proper function of OpenRocket'''.<br />
<br />
1. OpenRocket 22.02 Beta <b>''requires''</b> the most recent release of Java 11 LTS to function correctly. <br />
<br />
2. OpenRocket 15.03 <b>''requires''</b> the most recent release of Java 8 LTS to function correctly.<br />
<br />
Again, the use of an installer package is '''strongly recommended'''. As OpenRocket evolves, Java 17 LTS features will be incorporated into the OpenRocket functionality. And, by utilizing a packaged installer, your ability to continue to use OpenRocket reliably will be preserved. Moreover, utilizing the packaged installers allows you to use both OpenRocket 15.03 and OpenRocket 22.02 Beta simultaneously, if you wish.<br />
<br />
=== Fixes that may work when OpenRocket 22.02 Beta is not functioning. ===<br />
<br />
==== Lenovo Devices ====<br />
<br />
Two users, both with Lenovo devices running Windows 10, were unable to get OpenRocket to function correctly. The first user could not get the 3D finished and unfinished views to work, and the second user could not open a component edit window from the component tree or otherwise (after initial installation). Bother users utilized the packaged installed and the second user did not have Java installed on the device.<br />
<br />
As to the second, the user installed Java 8 (believing that version was correct for OpenRocket 22.02 Beta), without any resulting change in functionality. But, after the user uninstalled Java 8, and installed Java 11 LTS, OpenRocket functioned correctly, without any other anomalous behavior. Why this fix worked has not been explained where the packaged installer contains the same version of Java.<br />
<br />
The issue the first user is experiencing is still under review.<br />
<br />
==== Windows Graphics Settings ====<br />
<br />
One user reported the screen layering shown below:<br />
<br />
<table class="left"><br />
<tr><br />
<th></th><br />
<td>'''[[File:NVIDIA.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
The user resolved this issue by switching the ''Graphical'' settings from NVIDIA to Intel Integrated.<br />
<br />
=== How do I associate my .ork files with OpenRocket.exe in Windows? ===<br />
<br />
If you used the Beta 22.02 installer, the following steps will associate the .ork design file extension with the OpenRocket.exe application.<br />
<br />
<br />
<table class="left"><br />
<tr><br />
<th>Navigate to file</th><br />
<td>Navigate to an existing .ork file saved on your device.<br /><br />'''[[File:01.02.Associate_File_Type.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Open with''</th><br />
<td><br />Left-click on an existing .ork file and choose ''Open with'' to open the application chooser<br /><br />'''[[File:02.02.Associate_File_Type.Rev_02.Rev_01.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''More apps''</th><br />
<td><br />Make sure the ''Always use this app to open .ork files'' box is checked, then select ''More apps'' option.<br /><br />'''[[File:03.02.Associate_File_Type.Rev_03.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Select ''Look for another app...''</th><br />
<td><br />Select ''Look for another app on this PC''.<br /><br />'''[[File:04.03.Associate_File_Type.Rev_04.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>Navigate to OpenRocket.exe</th><br />
<td><br />In the pop-up file directory, navigate to where OpenRocket.exe is installed, then double-left-click on that application; <font color = "red">DO NOT select OpenRocket.jar</font>.<br /><br />'''[[File:05.02.Associate_File_Type.Rev_05.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
<tr><br />
<th>File association complete</th><br />
<td><br />You should now see the OpenRocket icon just before .ork file types.<br /><br />'''[[File:06.02.Associate_File_Type.Rev_06.png|left|frameless|720 px|center]]''</td><br />
</tr><br />
</table><br />
<br />
== Questions and Answers ==<br />
<br />
=== Why don't my flight simulations re-run automatically when I make changes to my components? ===<br />
<br />
When you make a design change that affects flight simulations, OpenRocket gives you the choice between running only the ''outdated'' flight simulation '''for the motor you have selected''', or running '''all''' ''outdated'' flight simulations. To run all of the outdated flight simulations, check the box shown below.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Launch</td><br />
<td>'''[[File:01.Preferences.Simulations.02.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Selected vs. All</td><br />
<td>'''[[File:02.Preferences.Simulations.Selected-All.01.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
Although OpenRocket performs this task quickly (mostly in the background while you are doing other things), if you have a large number of motors with a complex design, then you may experience a short delay as all of the flight simulations run.<br />
<br />
</br><br />
<br />
=== Why are my ground-hit velocities so inaccurate, so high? ===<br />
<br />
OpenRocket uses atmospheric conditions to simulation the rocket desent rate and ground hit velocity. These settings may be adjusted by the user on the <i>Edit</i> &rarr; <i>Preferences</i> &rarr; <i>Launch</i> tab, in the <i>Atmospheric conditions</i> section.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Edit &rarr; Preferences &rarr; Simulation</td><br />
<td>'''[[File:04.01.02.Launch.png|left|frameless|640 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
''Unless you are very familiar with how atmospheric conditions affect flight parameters'', and <u>have access to the correct atmospheric data</u>, you should '''always check the ''Use International Standard Atmosphere'' box'''.<br />
<br />
</br><br />
<br />
== Using OpenRocket == <!--T:2--><br />
<br />
=== How to use motor configurations? === <!--T:3--><br />
<br />
<!--T:4--><br />
OpenRocket uses the notion of '''motor configurations''' for rocket designs. Each motor configuration corresponds to a configuration you are planning on launching your rocket with. For example for a simple small rocket you could define three configurations, one using an A8-3 motor, one using a B4-4 motor, and one using a C6-3 motor. For a multi-stage or clustered rocket you can define and experiment with many other motor configurations easily and switch between them. You can define any number of motor configurations for a rocket design.<br />
<br />
<!--T:5--><br />
In the rocket design window, you can select which motor configuration is displayed in the figure by the dropdown labeled '''Motor configuration'''. Every design has a configuration named ''[No motors]'' in addition to the user-defined configurations, which contains no motors.<br />
<br />
<!--T:6--><br />
You can configure all aspects of motor configurations in the '''Edit motor configurations''' dialog. It can be opened from any motor configuration selector.<br />
<br />
<br />
=== How do I define motors? === <!--T:7--><br />
<br />
<!--T:8--> <br />
Defining motors and simulating using them in OpenRocket requires three steps: defining which components function as motor mounts, defining the different motor configurations, and defining which motor configuration to use in a particular simulation.<br />
<br />
<!--T:9--><br />
OpenRocket supports attaching motors in either body tubes or inner tubes. To make a component be a motor mount, open the configuration dialog for that component, move to the '''Motor''' tab and tick the box ''This component is a motor mount''. After that you can select motors for different motor configurations on the same tab. See [[#How to use motor configurations?]] for details on motor configurations.<br />
<br />
<!--T:10--><br />
Last, when you create a new simulation, you need to select which motor configuration it uses. This is done from the ''Motor configuration'' dropdown of the '''Launch conditions''' tab. The default motor configuration is the currently selected configuration of the design figure.<br />
<br />
<br />
=== How do I create a clustered rocket? === <!--T:11--><br />
<br />
<!--T:12--><br />
Clusters can be created using the '''Cluster''' tab of an Inner tube. This allows you to cluster the inner tubes in various configurations, distances and angles. The motor selected for the inner tube will be used for all the inner tubes in the cluster, and any components (such as engine blocks) attached to the inner tube will be replicated for all of the inner tubes.<br />
<br />
<!--T:13--><br />
If you need more fine-grained control on what components are in which tubes, you can create the cluster this way and then split the cluster into individual components by clicking ''Split cluster''. You can then modify the individual components of the cluster. Note that you cannot re-assemble a split cluster (except with undo).<br />
<br />
<!--T:14--><br />
Note that you can create clusters of clusters by attaching inner tubes to other inner tubes, but ''the motors attached to such configurations will not be counted up correctly!'' This is a known bug that will be addressed in later versions.<br />
<br />
<!--T:15--><br />
The cluster techniques can also be combined with a [[#How do I create a staged rocket?|staged rocket]].<br />
<br />
<br />
=== How do I create a staged rocket? === <!--T:16--><br />
<br />
<!--T:17--><br />
First, the components belonging to different stages must be attached to separate stage components. You can add stages to the rocket by clicking the ''New stage'' button on the main design window. Stages are always used from the lowest to the highest, and when an upper-stage motor ignites all lower stages are automatically dropped off.<br />
<br />
<!--T:18--><br />
The motor ignition event can be selected on the '''Motor''' tab of the body tubes or inner tubes. The default is ''Automatic'', which is suitable for small rockets, where the ejection charge of the lower stage lights up the upper stage motors. The lowest stage will be ignited at launch.<br />
<br />
<!--T:19--><br />
In larger staged rockets that don't have ejection charges the ignition event must be changed. The first stage to light up should ignite at ''Launch'' (or ''Automatic''). If the latter stages are ignited by an onboard computer that detects deceleration, they should be set to ''First burnout of previous stage''. (Note that this assumes the lower stage motors have equal burn lengths.) If the latter stage is ignited by a timer, the event should be set to ''Launch'' and a suitable delay added.<br />
<br />
<!--T:20--><br />
Each of the events can take an additional delay parameter. This allows taking into account for example the time for an ejection charge to light up the next stage or the time for an onboard computer to ignite the next stage. It can also be used for timed ignition, by setting the ejection event to ''Launch'' plus ''n'' seconds.<br />
<br />
<!--T:21--><br />
The staging techniques can also be combined with a [[#How do I create a clustered rocket?|clustered rocket]].<br />
<br />
<br />
=== How do I create external pods to the rocket? === <!--T:22--><br />
<br />
Beta 2022 introduced pods as a design element. Upon starting OpenRocket, you will see three assembly component icons: stage, boosters, and pods. At this time, pods may only be attached to a body tube, and, unless a body tube is selected, the pod icon will be greyed out.<br />
<br />
<table class="left"><br />
<tr><br />
<td>Opening Screen</td><br />
<td>'''[[File:01.03.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Body Tube Attachment</td><br />
<td>'''[[File:01.04.Assembly_Components.png|left|frameless|720 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
After a body tube is created, pods may be attached to that tube. Pods feature three component tabs for use in defining and describing the pod being created.<br />
<br />
<table class="left"><br />
<tr><br />
<td>General Tab</td><br />
<td>'''[[File:01.05.Assembly_Components.Configuration_General.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Override Tab</td><br />
<td>'''[[File:01.06.Assembly_Components.Configuration_Override.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
<tr><br />
<td>Comment Tab</td><br />
<td>'''[[File:01.07.Assembly_Components.Configuration_Comments.png|left|frameless|360 px|center]]'''</td><br />
</tr><br />
</table><br />
<br />
As with the use of other components, OpenRocket assumes that you are using generally accepted design principles and methods. Pods are not intended to simulate design concepts that are unrelated to what can be done in real life. For example, a pod should not be used on the rear-most body tube to put a nose cone on the top of the rocket. And, pods should not be used to put two sets of fins on the same body tube (a second set of fins should be added onto that body tube). Using pods in a manner outside of what is generally accepted will result in inaccurate aerodynamic analysis and potentially unstable designs.<br />
<br />
Please keep in mind, just because OpenRocket will allow unconventional pod uses for aesthetic purposes doesn't mean that what is being done should be done the way that it's being done, or that the unconventional use is being aerodynamically modeled accurately.<br />
<br />
=== How do I add motors to the database? === <!--T:25--><br />
<br />
<!--T:26--><br />
You can define external files to be loaded into the thrust curve database. There are two ways to add the files:<br />
<br />
<br />
<!--T:27--><br />
* Copy the files to the OpenRocket configuration directory. This is environment-specific:<br><br><br />
{| border="1" style="margin-left: 2em"<br />
| '''Windows:'''<br />
| <tt>C:\Documents and Settings\<i>username</i>\Application Data\OpenRocket\ThrustCurves\</tt> or<br />
<tt>C:\Users\<i>username</i>\AppData\Roaming\OpenRocket\ThrustCurves</tt> (typical)<br />
|-<br />
| '''Linux:'''<br />
| <tt>~/.openrocket/ThrustCurves/</tt><br />
|-<br />
| '''Mac OS X:'''<br />
| <tt>~/Library/Application Support/OpenRocket/ThrustCurves/</tt><br />
|}<br />
<br />
<br />
<!--T:28--><br />
'''OR'''<br />
<br />
<br />
<!--T:29--><br />
* Instruct OpenRocket to load the files from another location. This can be done on the "Options" tab from the preferences.<br />
<br />
<br />
<!--T:30--><br />
Thrust curves can be loaded from RASP motor files (.eng), RockSim engine files (.rse) or ZIP archives containing the same.<br />
<br />
== Other == <!--T:32--><br />
<br />
=== What information is stored during automatic update checks? === <!--T:33--><br />
<br />
<!--T:34--><br />
When checking for updates, OpenRocket sends some non-personal information about the current installation. This information is used for statistical purposes (such as estimating what kind of load would be expected to [http://www.thrustcurve.org/ thrustcurve.org] when integrating with it, what Java versions should be supported, how much effort should be spent on parallelization, to what languages the software should be localized etc.) and also to quench the curiosity of the developers. We don't get any payment for the work we do, so knowing how much the software is used may help in motivating further development.<br />
<br />
<!--T:35--><br />
The information stored during the checks are:<br />
<br />
<!--T:36--><br />
# The OpenRocket version and build source (default JAR file or some Linux distribution for instance)<br />
# A randomly-generated ID for the installation (does not contain any information about the user or system)<br />
# The operating system name and computer architecture<br />
# The Java runtime vendor and Java runtime version<br />
# The country and locale of the user<br />
# The number of processors in the computer<br />
# The time when the check was made<br />
<br />
<!--T:37--><br />
Note that the user's IP address is ''not'' stored with this information. The IP address is likely stored in the Sourceforge web access logs, but the developers do not have access to this information.<br />
<br />
<!--T:38--><br />
The automatic checks for updates can be disabled in the '''Options''' tab of the preferences dialog.<br />
<br />
=== Where to ask more information? === <!--T:39--><br />
<br />
<!--T:40--><br />
The best place to ask questions is the [https://sourceforge.net/p/openrocket/mailman/ OpenRocket mailing list], where other people can also answer and see the answers.<br />
<br />
<!--T:41--><br />
Other contact information can be found on the [http://openrocket.info/contact.html contact info page].<br />
<br />
<br />
----<br />
<div style="text-align: center;"><br />
<div style="float: left;">[[Simulation Listeners|&larr; Simulation Listeners]]</div><br />
<div style="float: right;">[[Component Details|Component Details (Appendix B) &rarr;]]</div><br />
[[Main Page|&uarr; Back to Contents]]<br />
</div></div>Hcraigmiller