Some more improvements

This commit is contained in:
SiboVG 2024-05-27 23:01:27 +02:00
parent dbcd60186a
commit cd31a6fa2a
30 changed files with 316 additions and 122 deletions

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@ -33,7 +33,7 @@ JPMS allows OpenRocket to be organized into two distinct modules, the ``core`` m
each with its own well-defined boundaries and dependencies.
Each module in OpenRocket is described by a `module-info.java` file located at the root of the module's source directory
(*<module>/src/main/java.module-info.java*). This file declares:
(:file:`<module>/src/main/java.module-info.java`). This file declares:
* **Module Name:** A unique identifier for the module (e.g., `info.openrocket.core`, `info.openrocket.swing`).
* **Dependencies:** The modules that this module depends on to function correctly. For example, the `info.openrocket.swing` module depends on the `info.openrocket.core` module.

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@ -40,9 +40,9 @@ Gradle in IntelliJ
------------------
If you use IntelliJ IDEA, you can access the Gradle tasks within the IDE. First, open the Gradle tool window by going to
*View -> Tool Windows -> Gradle* or by clicking on the Gradle icon in the right-hand side of the window:
:menuselection:`View --> Tool Windows --> Gradle` or by clicking on the Gradle icon in the right-hand side of the window:
.. figure:: /img/dev_guide/gradle_in_intellij.png
.. figure:: /img/dev_guide/building_releasing/gradle_in_intellij.png
:align: center
:width: 80%
:alt: Opening the Gradle tool window in IntelliJ IDEA.
@ -51,7 +51,7 @@ If you use IntelliJ IDEA, you can access the Gradle tasks within the IDE. First,
This shows the following window:
.. figure:: /img/dev_guide/intellij_gradle_window.png
.. figure:: /img/dev_guide/building_releasing/intellij_gradle_window.png
:align: center
:width: 30%
:alt: The Gradle tool window in IntelliJ IDEA.
@ -112,7 +112,7 @@ Here are some of the most important Gradle tasks for OpenRocket:
* - root (*info.openrocket*)
- ``dist``
- Creates a distributable JAR file of OpenRocket (a combination of the *core* and *swing* JAR) at ``openrocket/build/libs/OpenRocket-<build-version>.jar``.
- Creates a distributable JAR file of OpenRocket (a combination of the *core* and *swing* JAR) at :file:`openrocket/build/libs/OpenRocket-<build-version>.jar`.
* - core
- ``serializeEngines``
@ -120,7 +120,7 @@ Here are some of the most important Gradle tasks for OpenRocket:
* - core
- ``serializeEnginesDist``
- Same as ``serializeEngines``, but loads the serialized file to the distribution directory (*openrocket/build*) so it can be used in the final build.
- Same as ``serializeEngines``, but loads the serialized file to the distribution directory (:file:`openrocket/build`) so it can be used in the final build.
* - core
- ``submoduleUpdate``
@ -170,10 +170,10 @@ Creating the Installers
First you need to build the project using Gradle (see above). This will create the JAR file that will be used to create the installers.
Then, open install4j (requires a license) and load the project file *openrocket/install4j/<build-version>/openrocket-<build-version>.install4j*
from the repository. Go to the ``Build`` tab and click on the ``Start Build`` button. This will create the installers in
from the repository. Go to the :menuselection:`Build` tab and click on the :guilabel:`Start Build` button. This will create the installers in
the *openrocket/install4j/<build-version>/media/* directory.
.. figure:: /img/dev_guide/install4j_build.png
.. figure:: /img/dev_guide/building_releasing/install4j_build.png
:align: center
:width: 80%
:alt: Building the installers in install4j.
@ -215,7 +215,7 @@ The release procedure for OpenRocket is as follows:
4. **Build the project JAR file** using Gradle (see above).
5. **Test the JAR file** to ensure that it works correctly and that the new version number is applied to the splash screen and under *Help -> About*.
5. **Test the JAR file** to ensure that it works correctly and that the new version number is applied to the splash screen and under :menuselection:`Help --> About`.
6. **Create the packaged installers** using install4j (see above).

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@ -33,7 +33,7 @@ OpenRocket uses the Gradle build system, where each modules (``info.openrocket.c
Core Module
-----------
The following is an overview of the packages in the ``info.openrocket.core`` module (*openrocket/core/src/main/java/info/openrocket/core*):
The following is an overview of the packages in the ``info.openrocket.core`` module (:file:`openrocket/core/src/main/java/info/openrocket/core`):
.. code-block:: none

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@ -2,9 +2,52 @@
Contributing to the Documentation
*********************************
This documentation is generated using `Sphinx <https://www.sphinx-doc.org/en/master/>`__. If you would like to contribute
to the documentation, you can do so by editing the reStructuredText files in the ``docs/source`` directory of the OpenRocket repo.
You can then build the documentation by first `installing Sphinx <https://www.sphinx-doc.org/en/master/usage/installation.html>`__:
This document explains how to contribute to the OpenRocket documentation. It provides information on why we use Sphinx
for our documentation, how to edit and build the documentation, and the style guide for writing documentation.
.. contents:: Table of Contents
:depth: 2
:local:
:backlinks: none
Why Sphinx?
===========
This documentation is generated using `Sphinx <https://www.sphinx-doc.org/en/master/>`__. Sphinx is a tool that makes it
easy to create intelligent and beautiful documentation. It is used by many open-source projects, including
`Python <https://www.python.org/>`__, `NumPy <https://numpy.org/>`__, and `Matplotlib <https://matplotlib.org/>`__.
Sphinx uses `reStructuredText <https://docutils.sourceforge.io/rst.html>`__ as its markup language, which is a lightweight markup language that is easy to read and write. Sphinx also supports `Markdown <https://www.markdownguide.org/>`__ and `LaTeX <https://www.latex-project.org/>`__.
Previously, OpenRocket used MediaWiki for its documentation, but we decided to switch to Sphinx for several reasons:
- Sphinx is more powerful, modern, and flexible than MediaWiki. It allows us to create more complex and interactive documentation.
- Sphinx is easier to maintain than MediaWiki. It is easier to update and manage the documentation in the source files.
- Sphinx can give warnings and errors when building the documentation, which helps to catch mistakes and inconsistencies.
- The documentation is hosted on our GitHub repository, together with the source code. This ensures all resources are concentrated,
makes it easier to keep the documentation in sync with the code, and allows for better version control.
- Lastly, for some users who wanted to contribute to the MediaWiki documentation, their access to the MediaWiki was blocked.
We were never able to solve that issue.
Read the Docs
-------------
The OpenRocket documentation is hosted on `Read the Docs <https://readthedocs.org/>`__. Read the Docs is a popular
platform for hosting documentation for open-source projects. It automatically builds the documentation from the source
files in the OpenRocket repository and makes it available online. This makes it easy for users to access the documentation
and for contributors to update it. It also supports versioning, so you can view the documentation for different versions of
OpenRocket, and it has a search feature that allows you to quickly find what you are looking for. Additionally, you can also
add translations to the documentation, which makes it accessible to a wider audience.
Editing and Building the Documentation
======================================
If you would like to contribute to the documentation, you can do so by editing the reStructuredText files in the
:file:`docs/source` directory of the OpenRocket repo. You can then build the documentation by first
`installing Sphinx <https://www.sphinx-doc.org/en/master/usage/installation.html>`__:
.. code-block:: bash
@ -23,7 +66,7 @@ To build the docs, run the following command from the ``docs`` directory:
make html
This will generate the documentation in the ``docs/build/html`` directory. You can then view the documentation by opening the
This will generate the documentation in the :file:`docs/build/html` directory. You can then view the documentation by opening the
``index.html`` file in your web browser.
To clean your build (necessary when you change the theme or make other changes to the build configuration), run:
@ -40,8 +83,14 @@ on how to submit a pull request. If you don't want to go through the hassle of s
`submit an issue <https://github.com/openrocket/openrocket/issues/new/choose>`__ with your proposed changes and we will take care of the rest,
or you can `contact us <https://openrocket.info/contact.html>`__.
Style Guide
===========
This section provides a style guide for writing documentation for OpenRocket. It covers conventions that we use in the docs
and useful tips for writing reStructuredText/Sphinx docs.
Heading levels
==============
--------------
Normally, in reStructuredText, there are no heading levels assigned to certain characters as the structure is determined
from the succession of headings. However, we have set the following heading level rules for the documentation:
@ -79,3 +128,148 @@ For example:
H5: This is a paragraph
"""""""""""""""""""""""
Adding Images
-------------
Images are added to the documentation like this:
.. code-block:: rst
.. figure:: /img/path/to/your/image.png
:width: 50% (please always express this as a percentage, and don't go over 95% width)
:align: "left", "center", or "right" ("center" should be used in general)
:alt: Alternative text
:figclass: or-image-border (optional, for custom styling)
This is the caption of the image.
Images are stored in the :file:`img` directory in the :file:`docs/source` directory. When adding images, please make sure
they are in the correct format (PNG, JPEG, or SVG) and that you place them in the correct directory. Use the same directory
structure as the rst source file that you want to include the image in. For example, if you want to include an image in
:file:`docs/source/user_guide/quick_start.rst`, place the image in :file:`docs/source/img/user_guide/quick_start/`.
Just for fun, here is an image of my cat:
.. figure:: /img/dev_guide/contributing_to_the_docs/Oscar.jpeg
:width: 50%
:align: center
:alt: A cute cat
:figclass: or-image-border
This is a picture of my cat, Oscar.
Hyperlinks
----------
Hyperlinks to external sites are created like this:
.. code-block:: rst
`link text <www.your_url.com>`__
Replace ``link text`` with the text you want to display as the hyperlink, and ``www.your_url.com`` with the actual URL
of the hyperlink. For example: `Hey, I'm a link! <https://www.youtube.com/watch?v=dQw4w9WgXcQ>`__.
.. warning::
Always use a double underscore at the end. Don't use a single underscore, as this can cause issues when you have
multiple hyperlinks with the same text.
Notes and Warnings
------------------
As you saw just above, you can add notes and warnings to draw attention to important information. More information can
be found `here <https://sublime-and-sphinx-guide.readthedocs.io/en/latest/notes_warnings.html>`__.
Create a note like this:
.. code-block:: rst
.. note::
This is a note.
Create a warning like this:
.. code-block:: rst
.. warning::
This is a warning.
Semantic Markup
---------------
Sphinx uses interpreted text roles to insert semantic markup into documents. They are written as \:rolename\:\`content\`.
More information can be found `here <https://www.sphinx-doc.org/en/master/usage/restructuredtext/roles.html>`__. What
this means is that you can add roles to pieces of text that have a specific meaning so that Sphinx renders that text
in an appropriate way. Below you find some of the most common roles used in the OpenRocket documentation:
\:menuselection\: Role
^^^^^^^^^^^^^^^^^^^^^^
The ``:menuselection:`` role is used to represent a sequence of menu selections in a user interface.
Example:
:menuselection:`File --> Open example`
(Ensure you use the correct arrow character, which is ``-->``.)
\:command\: Role
^^^^^^^^^^^^^^^^
The ``:command:`` role is used to represent a command that a user can enter in a command-line interface.
Example:
To list the contents of a directory, use the :command:`ls` command.
\:file\: Role
^^^^^^^^^^^^^
The ``:file:`` role is used to indicate a file or a file path.
Example:
Open the configuration file :file:`conf.py` to modify the settings.
\:kbd\: Role
^^^^^^^^^^^^
The ``:kbd:`` role is used to indicate keyboard keys or shortcuts.
Example:
Press :kbd:`Ctrl` + :kbd:`C` to copy the text.
\:guilabel\: Role
^^^^^^^^^^^^^^^^^
The ``:guilabel:`` role is used to indicate labels of GUI elements like buttons, labels, or fields.
Example:
Click the :guilabel:`Submit` button to save your changes.
Substitutions
-------------
Sphinx allows you to define substitutions that can be used to replace text in the documentation. This is useful for
replacing frequently used text that is prone to update (e.g. versions of something, or dates). More information can be
found `here <https://www.sphinx-doc.org/en/master/usage/restructuredtext/roles.html#substitutions>`__.
Custom substitutions are defined in :file:`docs/source/conf.py` in the ``rst_prolog`` section. For example, there is a
substitution for ``|java_vers|`` that defines the version of Java that OpenRocket requires. You can then use this
substitution in the documentation like this: OpenRocket uses Java ``|java_vers|`` (Java |java_vers|).
Escaping Special Characters
---------------------------
If you need to include a special character in your text that is normally interpreted by Sphinx, you can escape it by
preceding it with a backslash. For example, to include a backslash in your text, you would write ``\\``. To include
a colon, you would write ``\:``.
---
.. note::
The reStructuredText syntax and Sphinx' capabilities are **very rich**. This page barely scratches the surface of what you can do.
Please take the time to read the `documentation on reStructuredText <https://www.sphinx-doc.org/en/master/usage/restructuredtext/index.html>`__
and `Sphinx <https://www.sphinx-doc.org/en/master/usage/index.html>`__. If you find interesting features that you think would be
useful for the OpenRocket documentation, please use them and document them here!

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@ -23,7 +23,7 @@ OpenRocket's GUI elements do not (*should not*) display hard-coded text. Instead
object with a certain key to look up the text to display. The Translator object is responsible for looking up the text
in the appropriate language file and returning the translated text.
The language files are located in the ``core/src/main/resources/l10n`` directory. The base file for all translations is
The language files are located in the :file:`core/src/main/resources/l10n` directory. The base file for all translations is
``messages.properties``, which contains the English text. Each language has its own file, named ``messages_xx.properties``,
where ``xx`` is the language code (e.g. ``messages_nl.properties`` for Dutch). The l10n files are a simple key-value pair
where the key is the text to be translated and the value is the translated text. For example, this is a snippet from the
@ -67,8 +67,8 @@ This way, the GUI can be easily translated into different languages by simply ad
Modifying an Existing Translation
=================================
Open the l10n file for the language you want to modify in the ``core/src/main/resources/l10n`` directory. For example, to modify
the French translation, open the ``messages_fr.properties`` file, since ``fr`` corresponds to the language code of French.
Open the l10n file for the language you want to modify in the :file:`core/src/main/resources/l10n` directory. For example, to modify
the French translation, open the :file:`messages_fr.properties` file, since ``fr`` corresponds to the language code of French.
Find the key for the text you want to modify and change the value.
When you are done, create a pull request with your changes. The maintainers will review your changes and merge them if they are
@ -78,14 +78,14 @@ Creating a New Translation
==========================
If you want to create a new translation for a language that is not yet supported, you can create a new language file in the
``core/src/main/resources/l10n`` directory. The file should be named ``messages_xx.properties``, where ``xx`` is the language code
:file:`core/src/main/resources/l10n` directory. The file should be named ``messages_xx.properties``, where ``xx`` is the language code
of the language you want to translate to. For example, to create a translation for Finnish, you would create a file named
``messages_fi.properties``.
:file:`messages_fi.properties`.
Copy the contents of the ``messages.properties`` file into the new file. Translate the English text into the new language and
Copy the contents of the :file:`messages.properties` file into the new file. Translate the English text into the new language and
save the file.
Edit the ``swing/src/main/java/info/openrocket/swing/gui/util/SwingPreferences.java`` file and add the new language to the
Edit the :file:`swing/src/main/java/info/openrocket/swing/gui/util/SwingPreferences.java` file and add the new language to the
``SUPPORTED_LOCALES`` array. For example, to add Finnish, you would change this line:
.. code-block:: java
@ -99,7 +99,7 @@ To this (notice the addition of ``"fi"`` at the end)
for (String lang : new String[] { "en", "ar", "de", "es", "fr", "it", "nl", "ru", "cs", "pl", "ja", "pt", "tr", "fi" }) {
Finally, add yourself to the list of translation contributors (you deserve some fame! 🙂). This is done in the
``swing/src/main/java/info/openrocket/swing/gui/dialogs/AboutDialog.java`` file.
:file:`swing/src/main/java/info/openrocket/swing/gui/dialogs/AboutDialog.java` file.
In this file, edit the String 'CREDITS' and add your details to the list after the 'Translations by:'-tag.
When you are done, create a pull request with your changes. The maintainers will review your changes and merge them if they are.

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@ -40,9 +40,9 @@ Forking the Repository
The first step is to fork the OpenRocket repository. As mentioned earlier, the OpenRocket repository is the official repository
for the project, and only the project maintainers can make changes to it.
Go to the OpenRocket repository on GitHub (`link <https://github.com/openrocket/openrocket>`__) and click the ``Fork`` button:
Go to the OpenRocket repository on GitHub (`link <https://github.com/openrocket/openrocket>`__) and click the :guilabel:`Fork` button:
.. figure:: /img/dev_guide/fork_repo.png
.. figure:: /img/dev_guide/development_setup/fork_repo.png
:align: center
:width: 90%
:alt: Forking the official OpenRocket repository.
@ -51,7 +51,7 @@ Go to the OpenRocket repository on GitHub (`link <https://github.com/openrocket/
You can leave the default settings and click ``Create fork``. This will create a copy of the OpenRocket repository in your GitHub account:
.. figure:: /img/dev_guide/forked_repo.png
.. figure:: /img/dev_guide/development_setup/forked_repo.png
:align: center
:width: 80%
:alt: Your forked repo.
@ -94,7 +94,7 @@ Once you have forked the OpenRocket repository, you will need to keep your fork
the official repository may have changes that are not in your fork, and you will want to keep your fork up-to-date with the latest changes.
For example, in the following image you can see that your fork is 10 commits behind the official repository:
.. figure:: /img/dev_guide/forked_repo_outdated.png
.. figure:: /img/dev_guide/development_setup/forked_repo_outdated.png
:align: center
:width: 80%
:alt: An outdated forked repo.
@ -102,9 +102,9 @@ For example, in the following image you can see that your fork is 10 commits beh
An outdated forked repo.
Luckily, GitHub makes it easy to keep your fork in sync with the official repository. You can do this by clicking the
``Sync fork`` button on your forked repository page and then clicking the ``Update branch`` button:
``Sync fork`` button on your forked repository page and then clicking the :guilabel:`Update branch` button:
.. figure:: /img/dev_guide/sync_fork.png
.. figure:: /img/dev_guide/development_setup/sync_fork.png
:align: center
:width: 80%
:alt: Syncing your forked repo on GitHub.
@ -113,7 +113,7 @@ Luckily, GitHub makes it easy to keep your fork in sync with the official reposi
If all went well, your fork should now be up-to-date with the official repository:
.. figure:: /img/dev_guide/forked_repo_up_to_date.png
.. figure:: /img/dev_guide/development_setup/forked_repo_up_to_date.png
:align: center
:width: 80%
:alt: An up-to-date forked repo.
@ -150,7 +150,7 @@ OpenRocket. You can download the Community Edition for free from the `JetBrains
Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocket project:
1. **Open IntelliJ IDEA**
Start IntelliJ IDEA and select "Open" (Go to *File -> Open*).
Start IntelliJ IDEA and select "Open" (Go to :menuselection:`File --> Open`).
2. **Select the OpenRocket project**
Navigate to the directory where you cloned OpenRocket and select the project.
@ -158,7 +158,7 @@ Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocke
3. **Import Project as Gradle Project**
IntelliJ should automatically detect that this is a Gradle project. If prompted, select ``Load Gradle Project``.
.. figure:: /img/dev_guide/load_gradle_project.png
.. figure:: /img/dev_guide/development_setup/load_gradle_project.png
:align: center
:width: 80%
:alt: Load Gradle Project.
@ -166,10 +166,10 @@ Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocke
IntelliJ IDEA will automatically detect that this is a Gradle project and prompt you to load it. Click ``Load Gradle Project``.
4. **Configure JDK for the Project**
- Go to *File -> Project Structure -> (Project Settings ->) Project*.
- Go to :menuselection:`File --> Project Structure --> (Project Settings -->) Project`.
- Set the Project SDK to JDK |java_vers|.
.. figure:: /img/dev_guide/project_sdk.png
.. figure:: /img/dev_guide/development_setup/project_sdk.png
:align: center
:width: 80%
:alt: Set the project SDK.
@ -177,14 +177,14 @@ Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocke
Set the project SDK to JDK |java_vers|.
If JDK |java_vers| is not listed, you can download it from the Project Structure dialog by \
going to *(Platform Settings ->) SDKs*, clicking the ``+`` button, and selecting ``Download JDK...``. Then select \
going to :menuselection:`(Platform Settings -->) SDKs`, clicking the :guilabel:`+` button, and selecting ``Download JDK...``. Then select \
version |java_vers| and any vendor (e.g. OpenJDK, Amazon Corretto, ...).
- Confirm in the Project Structure dialog under *(Project Settings ->) Modules* that the SDK in each module is set to JDK |java_vers|. \
- Confirm in the Project Structure dialog under :menuselection:`(Project Settings -->) Modules` that the SDK in each module is set to JDK |java_vers|. \
If not, you can change it by selecting the module and setting the SDK in the right pane. Ensure that the list view on the bottom-right \
does not show ``<No SDK>``. If it does, click the *Module SDK* dropdown and click (again) on the JDK |java_vers| SDK.
.. figure:: /img/dev_guide/modules_sdk.png
.. figure:: /img/dev_guide/development_setup/modules_sdk.png
:align: center
:width: 80%
:alt: Set the module SDK.
@ -201,7 +201,7 @@ Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocke
- ``openrocket-test``: Only run the unit tests.
.. figure:: /img/dev_guide/run_configurations.png
.. figure:: /img/dev_guide/development_setup/run_configurations.png
:align: center
:width: 80%
:alt: Default installed run configurations.
@ -212,7 +212,7 @@ Once you have downloaded and installed IntelliJ IDEA, you can open the OpenRocke
This will instantiate the OpenRocket application from within IntelliJ IDEA. If you want to stop the running application,
click the red square button on the top-right in IntelliJ.
.. figure:: /img/dev_guide/swingstartup.png
.. figure:: /img/dev_guide/development_setup/swingstartup.png
:align: center
:width: 80%
:alt: Running OpenRocket from IntelliJ IDEA.
@ -235,7 +235,7 @@ Troubleshooting
===============
1. **JDK Not Recognized**
Ensure that the JDK path is correctly configured in *File -> Project Structure -> SDKs*.
Ensure that the JDK path is correctly configured in :menuselection:`File --> Project Structure --> SDKs`.
2. **Gradle Sync Issues**
- If IntelliJ fails to import Gradle projects correctly, try refreshing the Gradle project by clicking on the "Reload All Gradle Projects" icon in the Gradle tool window.

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@ -256,15 +256,15 @@ The Basics of Using OpenRocket
Rocket Configuration
--------------------
To build your first rocket, start OpenRocket, then double click the ''Rocket'' label at the top of the component tree to
open the ''Rocket configuration'' pop-up window. OpenRocket allows you to name your design, identify the designer, make
To build your first rocket, start OpenRocket, then double click the **Rocket** label at the top of the component tree to
open the **Rocket configuration** pop-up window. OpenRocket allows you to name your design, identify the designer, make
comments, and create a revision history.
The default design name is ''Rocket'', but that name can be changed, and a design name change also changes the name of
The default design name is **Rocket**, but that name can be changed, and a design name change also changes the name of
the rocket shown on the component tree. So, rename your design and enter the designer, comments, and revision history
information you desire.
Double-Click ''Rocket''
Double-Click **Rocket**
^^^^^^^^^^^^^^^^^^^^^^^
.. figure:: /img/setup/getting_started/04.01.02.Rocket_Configuration.png
@ -272,7 +272,7 @@ Double-Click ''Rocket''
:align: center
:figclass: or-image-border
Rename ''Rocket''
Rename **Rocket**
^^^^^^^^^^^^^^^^^
.. figure:: /img/setup/getting_started/04.01.05.Rocket_Configuration.Rename.png
@ -289,10 +289,10 @@ together a rocket design is from top to bottom, from nose to tail. So, we'll add
Selecting a Nose Cone
^^^^^^^^^^^^^^^^^^^^^
With the ''Stage'' selected, click on the ''Nose Cone'' button and the ''Nose Cone configuration'' window will pop up.
Then, select ''From database...'' to open the Choose component present window. From here, you can select from the
pre-loaded parts database. Select the nose cone shown below, and click the ''Close'' button, then close the
''Nose Cone configuration'' window.
With the ``Stage`` selected, click on the :guilabel:`Nose Cone` button and the **Nose Cone configuration** window will pop up.
Then, select :guilabel:`From database...` to open the Choose component present window. From here, you can select from the
pre-loaded parts database. Select the nose cone shown below, and click the :guilabel:`Close` button, then close the
**Nose Cone configuration** window.
.. figure:: /img/setup/getting_started/11.01.03.Rocket_Build.Nose_Cone.png
:width: 95%
@ -315,10 +315,10 @@ Adding a Payload Bay
^^^^^^^^^^^^^^^^^^^^
So that a few "appearance" can be demonstrated later, a payload bay will be added after the nose cone. To do this,
with either the ''Stage''or ''Nose Cone'' selected, click on the ''Body Tube'' button and the ''Body Tube configuration''
window will pop up. Then, select ''From database...'' to open the Choose component present window. From here, you can
select from the pre-loaded parts database. Select the body tube shown below, and click the ''Close'' button, then close
the ''Body Tube configuration'' window.
with either the **Stage** or **Nose Cone** selected, click on the :guilabel:`Body Tube` button and the **Body Tube configuration**
window will pop up. Then, select :guilabel:`From database...` to open the Choose component present window. From here, you can
select from the pre-loaded parts database. Select the body tube shown below, and click the :guilabel:`Close` button, then close
the **Body Tube configuration** window.
.. figure:: /img/setup/getting_started/11.02.01.Rocket_Build.Payload_Bay.png
:width: 95%
@ -341,10 +341,10 @@ Adding a Transition
Transitions are most often used to connect body tubes with different diameters. But, a transition can also be used to
connect two body tubes of the same diameter, as will be done here.
To do this, with either the ''Stage'' or ''Payload Bay'' selected, click on the ''Transition'' button and the
''Transition configuration'' window will pop up. The default ''Transition Configuration'' tab is the ''General'' tab.
On this tab, change your entries in the circled areas below to match the entries shown. Then, click the ''Shoulder'' tab,
and change your entries in the circled areas below to match the entries shown. Then, click the ''Close'' button.
To do this, with either the **Stage** or **Payload Bay** selected, click on the :guilabel:`Transition` button and the
**Transition configuration** window will pop up. The default **Transition Configuration** tab is the **General** tab.
On this tab, change your entries in the circled areas below to match the entries shown. Then, click the **Shoulder** tab,
and change your entries in the circled areas below to match the entries shown. Then, click the :guilabel:`Close` button.
.. figure:: /img/setup/getting_started/11.03.01.Rocket_Build.Transition.png
:width: 95%
@ -364,7 +364,7 @@ and change your entries in the circled areas below to match the entries shown. T
Adding a Body Tube
^^^^^^^^^^^^^^^^^^
Now, do what you did to add the ''Payload Bay'', above, but select this body tube from the parts database:
Now, do what you did to add the **Payload Bay**, above, but select this body tube from the parts database:
.. figure:: /img/setup/getting_started/11.04.01.Rocket_Build.Body_Tube.png
:width: 65%
@ -379,12 +379,12 @@ Now, do what you did to add the ''Payload Bay'', above, but select this body tub
Adding Fins
^^^^^^^^^^^
The bottom component are the fins. OpenRocket offers four types of fins, ''Trapezoidal'', ''Elliptical'', ''Free Form'',
and ''Tube Fins''. For this design, ''Trapezoidal'' fins will be used.
The bottom component are the fins. OpenRocket offers four types of fins, **Trapezoidal**, **Elliptical**, **Free Form**,
and **Tube Fins**. For this design, **Trapezoidal** fins will be used.
With the ''Body Tube'' selected, click on the ''Trapezoidal'' fins button and the ''Trapezoidal Fin Set configuration''
window will pop up. On your default ''General'' tab, change your entries match the entries shown. Then, click the
''Close'' button.
With the **Body Tube** selected, click on the :guilabel:`Trapezoidal` fins button and the **Trapezoidal Fin Set configuration**
window will pop up. On your default **General** tab, change your entries match the entries shown. Then, click the
:guilabel:`Close` button.
.. figure:: /img/setup/getting_started/11.05.01.Rocket_Build.Fins.png
:width: 95%
@ -396,8 +396,8 @@ window will pop up. On your default ''General'' tab, change your entries match t
:align: center
:figclass: or-image-border
Fins attach to another component, in this case the ''Body Tube''. As circled below, the fins are shown underneath the
''Body Tube'' on the component tree.
Fins attach to another component, in this case the **Body Tube**. As circled below, the fins are shown underneath the
**Body Tube** on the component tree.
.. figure:: /img/setup/getting_started/11.05.03.Rocket_Build.Fins.png
:width: 95%
@ -407,11 +407,11 @@ Fins attach to another component, in this case the ''Body Tube''. As circled bel
Adding a Launch Guide
^^^^^^^^^^^^^^^^^^^^^
OpenRocket includes two styles of launch guides, ''Rail Buttons'' and a ''Launch Lug''. Because of the diameter of the
body tube, a ''Launch Lug'' will be used for this design. As with fins, launch guides attach to another component, in
OpenRocket includes two styles of launch guides, **Rail Buttons** and a **Launch Lug**. Because of the diameter of the
body tube, a **Launch Lug** will be used for this design. As with fins, launch guides attach to another component, in
this case the body tube.
You should now be able to open the ''Launch Lug configuration'' window without assistance. So, open your ''Launch Lug configuration''
You should now be able to open the **Launch Lug configuration** window without assistance. So, open your **Launch Lug configuration**
window, and change the specifications to match those shown below.
.. figure:: /img/setup/getting_started/11.06.02.Rocket_Build.Launch_Lug.png
@ -464,7 +464,7 @@ Viewing Your Design
Basic Views
-----------
With the airframe complete, you can view your design in either 2D (as above) or three 3D views. The most commonly used of which are ''3D Unfinished'' and ''3D Finished''.
With the airframe complete, you can view your design in either 2D (as above) or three 3D views. The most commonly used of which are **3D Unfinished** and **3D Finished**.
.. figure:: /img/setup/getting_started/11.06.03.Rocket_Build.3D_Unfinished.png
:width: 95%
@ -479,7 +479,7 @@ With the airframe complete, you can view your design in either 2D (as above) or
Adding Appearance Settings
--------------------------
When changing ''Appearance'' settings, it is best to be in the ''3D Finished'' pane so that you can see the changes that you are making. So, let's start by changing the view to ''3D Finished''.
When changing **Appearance** settings, it is best to be in the **3D Finished** pane so that you can see the changes that you are making. So, let's start by changing the view to **3D Finished**.
.. figure:: /img/setup/getting_started/11.06.04.Rocket_Build.3D_Finished.png
:width: 95%
@ -489,9 +489,9 @@ When changing ''Appearance'' settings, it is best to be in the ''3D Finished'' p
Changing Color
--------------
The first change that will be made is to select the color for and change the color of the nose cone. Double-click on the nose cone in the parts tree to open the ''Nose Cone configuration'' window, then select the ''Appearance tab''.
The first change that will be made is to select the color for and change the color of the nose cone. Double-click on the nose cone in the parts tree to open the **Nose Cone configuration** window, then select the **Appearance tab**.
Nose Cone ''Appearance''
Nose Cone **Appearance**
^^^^^^^^^^^^^^^^^^^^^^^^
.. figure:: /img/setup/getting_started/12.10.01.Rocket_Build_Appearance.Nose_Cone.png
@ -499,7 +499,7 @@ Nose Cone ''Appearance''
:align: center
:figclass: or-image-border
Now, uncheck the **Appearance** ''Use default'' box. Then, Click on the ''Color'' box to open the ''Choose color'' window. Select the color of your choice (purple will be used here). Click ''OK'' to use your selection, then ''Close'' the ''Nose Cone configuration'' window.
Now, uncheck the **Appearance** **Use default** box. Then, Click on the **Color** box to open the **Choose color** window. Select the color of your choice (purple will be used here). Click **OK** to use your selection, then **Close** the **Nose Cone configuration** window.
Change Nose Cone Color
^^^^^^^^^^^^^^^^^^^^^^
@ -517,14 +517,14 @@ Nose Cone Color Changed
:align: center
:figclass: or-image-border
Repeat those steps for the ''Transition'', ''Body Tube'', ''Trapezoidal Fin Set'', and ''Launch Lug''; body tubes, launch lugs, and fins also have a **Texture** that will need to be set to ''none''.
Repeat those steps for the **Transition**, **Body Tube**, **Trapezoidal Fin Set**, and **Launch Lug**; body tubes, launch lugs, and fins also have a **Texture** that will need to be set to **none**.
.. figure:: /img/setup/getting_started/12.10.07.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
:align: center
:figclass: or-image-border
Now for a little magic. Open the ''Payload Bay'' appearance tab, uncheck the **Appearance** ''Use default'' box, and set the ''Texture'' to ''none''. Then, click on the ''Color'' box to open the ''Choose color'' window. Click on a light blue color (the box shown with the **X** below), then click ''OK''. Now, set the ''Opacity'' to 20% and close the Payload Bay configuration window, and you have a transparent payload bay.
Now for a little magic. Open the **Payload Bay** appearance tab, uncheck the **Appearance** **Use default** box, and set the **Texture** to **none**. Then, click on the **Color** box to open the **Choose color** window. Click on a light blue color (the box shown with the **X** below), then click **OK**. Now, set the **Opacity** to 20% and close the Payload Bay configuration window, and you have a transparent payload bay.
.. figure:: /img/setup/getting_started/12.10.11.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
@ -553,14 +553,14 @@ With the decal saved to your device, you're ready to start.
Select Decal from File
^^^^^^^^^^^^^^^^^^^^^^
Open the Payload Bay configuration window and select the ''Appearance'' tab. Click on the ''Texture'' type to activate the selection drop-down, and select ''From file...''. Now, navigate to where you saved the decal, and select it.
Open the Payload Bay configuration window and select the **Appearance** tab. Click on the **Texture** type to activate the selection drop-down, and select **From file...**. Now, navigate to where you saved the decal, and select it.
.. figure:: /img/setup/getting_started/12.10.16.Rocket_Build_Appearance.Payload_Bay.Decal.png
:width: 95%
:align: center
:figclass: or-image-border
To size and position the decal, first change the ''Repeat'' type to ''Sticker'' (you only want one symbol on the Payload Bay), then change the "Scale'' and ''Offset'' "x" and "y" values to those shown below.
To size and position the decal, first change the **Repeat** type to **Sticker** (you only want one symbol on the Payload Bay), then change the "Scale** and **Offset** "x" and "y" values to those shown below.
Decal Type, Size and Position
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@ -594,9 +594,9 @@ Split the Fins
:align: center
:figclass: or-image-border
After splitting the fins, **SAVE AND REOPEN THE DESIGN FILE**, then view in ''3D Finished''.
After splitting the fins, **SAVE AND REOPEN THE DESIGN FILE**, then view in **3D Finished**.
Change Appearance of ''Fin #2'' and ''Fin #3''
Change Appearance of **Fin #2** and **Fin #3**
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
.. figure:: /img/setup/getting_started/12.11.11.Rocket_Build_Appearance.Fins.png
@ -609,7 +609,7 @@ Change Appearance of ''Fin #2'' and ''Fin #3''
:align: center
:figclass: or-image-border
Viewing in ''Photo Studio''
Viewing in **Photo Studio**
---------------------------
So, what will this bird look like in Flight? To really find that out, you need to add a motor first.
@ -619,7 +619,7 @@ Selecting a Motor
**Motors & Configuration** tab
Select the ''Motors & Configuration'' tab, then make sure that the correct motor tube is selected before clicking ''New Configuration''.
Select the **Motors & Configuration** tab, then make sure that the correct motor tube is selected before clicking **New Configuration**.
.. figure:: /img/setup/getting_started/12.12.02.Rocket_Build.Motor.png
:width: 95%
@ -628,30 +628,30 @@ Select the ''Motors & Configuration'' tab, then make sure that the correct motor
**Select a Rocket Motor**
When you select ''New Configuration'', the ''Select a rocket motor'' window opens. For this example, select the Estes D-12-7, then click ''OK''.
When you select **New Configuration**, the **Select a rocket motor** window opens. For this example, select the Estes D-12-7, then click **OK**.
.. figure:: /img/setup/getting_started/12.12.03.Rocket_Build.Motor.png
:width: 80%
:align: center
:figclass: or-image-border
Select ''Flight Configuration''
Select **Flight Configuration**
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Now, select the D-12-7 as the ''Flight Configuration'', and you're ready to go to the ''Photo Studio''.
Now, select the D-12-7 as the **Flight Configuration**, and you're ready to go to the **Photo Studio**.
.. figure:: /img/setup/getting_started/12.12.05.Rocket_Build.Motor.png
:width: 95%
:align: center
:figclass: or-image-border
Flying in ''Photo Studio''
Flying in **Photo Studio**
--------------------------
Open ''Photo Studio''
Open **Photo Studio**
^^^^^^^^^^^^^^^^^^^^^
Are you ready to see your rocket fly? Then, open ''Photo Studio''.
Are you ready to see your rocket fly? Then, open **Photo Studio**.
.. figure:: /img/setup/getting_started/12.12.01.Rocket_Build.Photo_Studio.png
:width: 95%

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@ -50,7 +50,7 @@ before installing the updated release. This is *not required*, but is suggested
Installing OpenRocket 🚀
========================
**Download the latest version from `our downloads page** <https://openrocket.info/downloads.html?vers=latest>`__.
**Download the latest version from** `our downloads page <https://openrocket.info/downloads.html?vers=latest>`__.
Scroll down to download the correct installer for your platform (Windows, macOS, or Linux).
Each platform has a different installation process. Click on the ``Show <your platform> installation instructions`` header under your
@ -72,7 +72,7 @@ Verify the Installed Release Number
First, verify that you actually installed the current release of OpenRocket. You can see this in the splash screen, which
appears when you start OpenRocket. The splash screen will show the release number on the right:
.. figure:: /img/introduction/splash_screen.png
.. figure:: /img/setup/installation/splash_screen.png
:alt: OpenRocket Splash Screen
:figclass: or-figclass
:figwidth: 60 %
@ -86,7 +86,7 @@ If the release number is not correct, you may have installed the wrong version o
Another way to check the release number is to open the ``Help`` menu in the application ribbon
and select ``About``. This will open a dialog box that shows the release number:
.. figure:: /img/introduction/about_dialog.png
.. figure:: /img/setup/installation/about_dialog.png
:alt: OpenRocket About Dialog
:figclass: or-figclass, or-image-border
:figwidth: 40 %
@ -106,7 +106,7 @@ Some users have reported that the rocket shown in the 3D design view is not full
rendering setting is not correct for your device. Using the Three-stage rocket example packaged with OpenRocket, this is
what the problem looks like:
.. figure:: /img/introduction/off_screen_rendering_wrong.png
.. figure:: /img/setup/installation/off_screen_rendering_wrong.png
:alt: Wrong 3D View of Three-stage Rocket
:figclass: or-figclass, or-image-border
:figwidth: 75 %
@ -119,7 +119,7 @@ ribbon and select ``Preferences``. This will open the Preferences dialog box. Th
``Design``, ``Simulation``, ... You need to go to the ``Graphics`` tab (just click on that tab header) and on the bottom
of the page change the ``Use off-screen rendering`` setting:
.. figure:: /img/introduction/off_screen_rendering_setting.png
.. figure:: /img/setup/installation/off_screen_rendering_setting.png
:alt: Off-screen Rendering Setting
:figclass: or-figclass, or-image-border
:figwidth: 50 %
@ -129,7 +129,7 @@ of the page change the ``Use off-screen rendering`` setting:
Your 3D view should now look like this:
.. figure:: /img/introduction/off_screen_rendering_right.png
.. figure:: /img/setup/installation/off_screen_rendering_right.png
:alt: Correct 3D View of Three-stage Rocket
:figclass: or-figclass, or-image-border
:figwidth: 75 %
@ -162,22 +162,22 @@ table below for the default application data directories for each operating syst
* - Operating System
- Default Thrust Curves Directory
* - Windows
- | ``%APPDATA%\OpenRocket\ThrustCurves`` (if ``APPDATA`` is available)\*
| ``C:\Users\[YOUR USERNAME]\OpenRocket\ThrustCurves`` (fallback if ``APPDATA`` is not available)
- | :file:`%APPDATA%\OpenRocket\ThrustCurves` (if ``APPDATA`` is available)\*
| :file:`C:\Users\[YOUR USERNAME]\OpenRocket\ThrustCurves` (fallback if ``APPDATA`` is not available)
|
| \* ``APPDATA`` is usually ``C:\Users\[YOUR USERNAME]\AppData\Roaming``
| \* ``APPDATA`` is usually :file:`C:\Users\[YOUR USERNAME]\AppData\Roaming`
* - macOS
- ``/Users/[YOUR USERNAME]/Library/Application Support/OpenRocket/ThrustCurves/``
- :file:`/Users/[YOUR USERNAME]/Library/Application Support/OpenRocket/ThrustCurves/`
* - Linux
- ``/home/[YOUR USERNAME]/.openrocket/ThrustCurves/`` (hidden directory)
- :file:`/home/[YOUR USERNAME]/.openrocket/ThrustCurves/` (hidden directory)
``[YOUR USERNAME]`` **is your user name on your device.**
To view or modify the user-defined thrust curves folder(s), open the ``Edit`` menu in the application ribbon and select
``Preferences``. This will open the Preferences dialog box. You need to go to the ``General`` tab (should be open by default)
and change the ``User-defined thrust curves`` setting:
To view or modify the user-defined thrust curves folder(s), open the :menuselection:`Edit` menu in the application ribbon and select
:menuselection:`Preferences`. This will open the Preferences dialog box. You need to go to the :menuselection:`General` tab
(should be open by default) and change the ``User-defined thrust curves`` setting:
.. figure:: /img/introduction/thrust_curves_setting.png
.. figure:: /img/setup/installation/thrust_curves_setting.png
:alt: Thrust Curves Setting
:figclass: or-figclass, or-image-border
:figwidth: 50 %
@ -185,7 +185,7 @@ and change the ``User-defined thrust curves`` setting:
The setting to change the user-defined thrust curves folder.
You can also add multiple thrust curve folders. To do this, click on the ``Add`` button and select the folder you want to add.
You can also add multiple thrust curve folders. To do this, click on the :guilabel:`Add` button and select the folder you want to add.
You can also manually enter a new folder path. This path must be separated from other paths by a semicolon (``;``).
Troubleshooting

View File

@ -47,7 +47,7 @@ and it includes the list of simulations pictured.
In the Flight Simulations window, you'll see the simulations listed, initially in Name order. Note that the second column
is "Configuration" - the name of the configuration used in the sim, usually named for the rocket motor used in that
configuration. The remaining values in the simulation's row are calculated by "running" the simulation. You can run
one simulation by selecting a sim and clicking the **Run simulations** button:
one simulation by selecting a sim and clicking the :guilabel:`Run simulations` button:
.. figure:: /img/user_guide/basic_flight_simulation/RunOne.png
:width: 95%
@ -103,8 +103,8 @@ Motors & Configuration
======================
To simulate a new motor (or motors) you'll start a **New Configuration**, by clicking the button with that name. Next to
that button are buttons that let you **Rename Configuration**, **Remove Configuration** (i.e. *delete* it from your project),
and **Copy Configuration**. They work about like you'd imagine, on the configuration you've selected.
that button are buttons that let you :guilabel:`Rename Configuration`, :guilabel:`Remove Configuration` (i.e. *delete* it from your project),
and :guilabel:`Copy Configuration`. They work about like you'd imagine, on the configuration you've selected.
Below, you see the **Motors & Configuration** tab for *A Simple Model Rocket*, just after clicking **New Configuration**.

View File

@ -6,7 +6,7 @@ In this section we'll look at how to design a basic rocket by examining the A si
After reading this section you should have an understanding of how to start designing your own rockets.
We will start with a brief discussion on the selection of **available components**, and then the components used in
the ``A simple model rocket`` example design file (``File`` -> ``Open example`` -> ``A simple model rocket``).
the ``A simple model rocket`` example design file (:menuselection:`File --> Open example --> A simple model rocket`).
Then we'll build a rocket from scratch to see how its done.
.. contents:: Table of Contents
@ -20,8 +20,8 @@ Component Configuration Window
There are several types of components available to you as a rocket designer, and you can either customize them to meet
your needs, or simply load component presets from the parts library.
To start, let's begin a new project: ``File`` -> ``New``. It doesnt matter what we call it at the moment, but go ahead
and save the design straight away: ``File`` -> ``Save``. At this point you should be presented with a blank rocket design window:
To start, let's begin a new project: :menuselection:`File --> New`. It doesnt matter what we call it at the moment, but go ahead
and save the design straight away: :menuselection:`File --> Save`. At this point you should be presented with a blank rocket design window:
.. figure:: /img/user_guide/basic_rocket_design/main_window.png
:align: center
@ -88,7 +88,7 @@ the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Compo
On the right hand side of the window you will see the **Component material** and **Component finish** 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 **Set for all** button to make each
thickness. If you are using the same finish for the entire rocket you can click the :guilabel:`Set for all` 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 **Component mass**. This will update automatically as you change parameter values. Experiment with the
sliders to see how the component changes in the *design window*.
@ -161,7 +161,7 @@ This section does not really need much explanation. If you want to write any com
The *Comment tab* of the Configuration Window.
Now that we have been through all of the tabs of the *Body Tube* component, click the Close button. You should now
Now that we have been through all of the tabs of the *Body Tube* component, click the :guilabel:`Close` button. You should now
notice that the rest of the components are now unlocked in the top right of the *Design window*. This is because all
component types can be added to a body tube. However, a **Nose cone** should be selected **first** if you are making
your own rocket.
@ -316,7 +316,7 @@ Your screen should now look like this:
Click on first example, our **A simple model rocket**. A *Rocket configuration* window should appear, with the *Design Name*
(A simple model Rocket) and *Designer* (Sampo Niskanen) fields populated. The *Comments* and *Revision History* fields
will be blank. Click **Close**. You should now have successfully loaded the rocket and be able to see a 2D schematic
will be blank. Click :guilabel:`Close`. You should now have successfully loaded the rocket and be able to see a 2D schematic
in the *Rocket Design* window.
.. figure:: /img/user_guide/basic_rocket_design/After_complete_design.png
@ -462,19 +462,19 @@ Thats all we need to do in this tab. Now move to the *Appearance* tab and cus
Nose Cone, Body, and Fins
6. The next component we need to add is the **Inner tube**. Once again highlight the body tube and then click on the
*Inner tube* component button. There are a couple of attributes we should change here. First, increase the *Length* value
:guilabel:`Inner tube` component button. There are a couple of attributes we should change here. First, increase the *Length* value
to **7.5**. Also, increase the *Plus* value to **0.5**. Leave everything else the same.
Now go to the *Motor* tab. There are a few things we need to add here. To start, check the *This component is a motor mount*
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 *Motor overhang* to **0.3**. Now click *Close* button to close the
we will deal with the easy part: Increase the *Motor overhang* to **0.3**. Now click the :guilabel:`Close` button to close the
*Inner Tube configuration* window.
.. _motorconfig:
Now click on the **Motors & Configuration** tab towards the left upper corner of the main OpenRocket window, just under
the menu bar. On the resulting page, note the *Motors* tab towards the left upper corner. Make sure the *Inner T...* box
is checked, and then click on the *New Configuration* button in the top center portion of the upper panel. You should see
is checked, and then click on the :guilabel:`New Configuration` 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.
.. figure:: /img/user_guide/basic_rocket_design/MotorConfigs.png
@ -485,7 +485,7 @@ that a new configuration has been added to the list of configuration.
Motors & Configurations window
Left-click in the *Inner Tube* column, and then click the **Select motor** button just below the open panel on the right
Left-click in the *Inner Tube* column, and then click the :guilabel:`Select motor` button just below the open panel on the right
of the screen. The *Select a rocket motor* window now appears:
.. figure:: /img/user_guide/basic_rocket_design/MotorSelection.png
@ -505,7 +505,7 @@ To make sure your window looks the same as the one above, follow these steps:
- Look for the **A8** motor in list on the left side of the window. Click on it.
- In the *Ejection charge delay* field at the top left, enter the value **3**.
Now click the *OK* button at the lower right corner of the window.
Now click the :guilabel:`OK` button at the lower right corner of the window.
If everything went to plan, you have successfully added the **Estes A8-3** motor to your rocket. Now repeat these steps
for the following motors, using a *New Configuration* for each new motor you add:
@ -537,7 +537,7 @@ Your rocket should now look like this:
any changes. However, we will add the following line under the *Comment* tab: **The centering ring automatically takes
the outer diameter of the body tube and the inner diameter of the inner tube.**
Now click *Close*, select the body tube again and add another *Centering ring*. This time all we have to do is to change
Now click :guilabel:`Close`, select the body tube again and add another *Centering ring*. This time all we have to do is to change
*plus* to **-4.5**. Also, add the same comment as for the first ring.
.. figure:: /img/user_guide/basic_rocket_design/CenteringRings.png
@ -552,7 +552,7 @@ Now click *Close*, select the body tube again and add another *Centering ring*.
the shock cord component. After it has been added change the *Plus* value to **2**, *Packed length* to **5.2**, and
*Packed diameter* to **1.2**. Again, we will add a comment to this component. Enter the following line to the *Comment*
section: **The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.**.
Click the *Close* button to close the window, as the shock cord has now been completed.
Click the :guilabel:`Close` button to close the window, as the shock cord has now been completed.
.. figure:: /img/user_guide/basic_rocket_design/ShockCordComplete.png
:width: 90%
@ -564,7 +564,7 @@ Click the *Close* button to close the window, as the shock cord has now been com
10. Now we need to add the **Parachute**. With the body tube highlighted, add a parachute component. Change *Plus* to
**3.2**, *Packed length* to **4.2** and *Packed diameter* to **1.8**. That is everything we need to do to the parachute.
Click *Close* to close the window. You can see what your rocket should now look like below.
Click :guilabel:`Close` to close the window. You can see what your rocket should now look like below.
.. figure:: /img/user_guide/basic_rocket_design/ParachuteAdded.png
:width: 90%
@ -577,7 +577,7 @@ Click the *Close* button to close the window, as the shock cord has now been com
11. The second-to-last component to add is a **Mass Component**. Go ahead and add one to the body tube now. Adjust the
*Mass* to **2** grams (g), the *Approximate density* to **0.16** g/cm^3, the *length* to **3.0**, the *diameter* to
**2.3** and finally the *Plus* value to **8.0**. It may be easier to enter these manually. The last thing you have
to do is to rename it from Unspecified to **Wadding**. Leave everything else as it is and click the *Close* button.
to do is to rename it from Unspecified to **Wadding**. Leave everything else as it is and click the :guilabel:`Close` button.
.. figure:: /img/user_guide/basic_rocket_design/AddedMass.png
:width: 90%
@ -589,7 +589,7 @@ Click the *Close* button to close the window, as the shock cord has now been com
12. Almost done! One final component left to add: the **Launch lug**. Add this to the body tube now. Change the *Length*
to **3.5**, the *Outer diameter* to **0.7**, and the *inner diameter* to **0.5**. Leave the *Thickness* as it is.
Also, change the *Radial position* to **19** degrees. Click *Close*.
Also, change the *Radial position* to **19** degrees. Click :guilabel:`Close`.
.. figure:: /img/user_guide/basic_rocket_design/LaunchLugAdded.png
:width: 90%