Some more improvements

This commit is contained in:
SiboVG 2024-05-28 02:24:01 +02:00
parent cd31a6fa2a
commit f49ce08ae1
3 changed files with 242 additions and 149 deletions

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@ -265,7 +265,7 @@ If you need to include a special character in your text that is normally interpr
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::

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@ -19,10 +19,11 @@ The User interface
==================
The OpenRocket user interface is divided horizontally into four sections:
- **Main Menu** (green)
- **Task Tabs** (black)
- **Rocket Design, Motors & Configuration, and Flight Simulation Pane** (red)
- **Rocket Views Pane** (blue)
- :guilabel:`Main Menu` (green)
- :guilabel:`Task Tabs` (black)
- :guilabel:`Rocket Design`, :guilabel:`Motors & Configuration`, and :guilabel:`Flight Simulation Pane` (red)
- :guilabel:`Rocket Views Pane` (blue)
.. figure:: /img/setup/getting_started/2023.01.Guide.User_Interface.png
:width: 95%
@ -51,21 +52,21 @@ File
The **File Menu** is divided into five divisions by function:
1. **File opening options**:
- **New**: Start a new project without closing the current one.
- **Open...**: Open a previously saved `*.ork` file.
- **Open Recent**: Open a recently opened file.
- **Open Example**: Select and open an example project included with OpenRocket.
- :guilabel:`New`: Start a new project without closing the current one.
- :guilabel:`Open...`: Open a previously saved `*.ork` file.
- :guilabel:`Open Recent`: Open a recently opened file.
- :guilabel:`Open Example`: Select and open an example project included with OpenRocket.
2. **File saving options**:
- **Save**: Save changes to the current project.
- **Save as...**: Save the project with a different filename or location.
- :guilabel:`Save`: Save changes to the current project.
- :guilabel:`Save as...`: Save the project with a different filename or location.
3. **Import and export options**:
- **Export as**: Export the project to a different file format, such as Rocksim 10 (`.rkt`).
- **Save decal image**: Save a decal image file used in the project.
- **Print design info...**: Print or export technical details of the rocket's components, fin set templates, or the rocket design to a `*.pdf`.
- :guilabel:`Export as`: Export the project to a different file format, such as Rocksim 10 (`.rkt`).
- :guilabel:`Save decal image`: Save a decal image file used in the project.
- :guilabel:`Print design info...`: Print or export technical details of the rocket's components, fin set templates, or the rocket design to a `*.pdf`.
4. **Closing**:
- **Close design**: Exit the current project (prompts to save unsaved changes).
- :guilabel:`Close design`: Exit the current project (prompts to save unsaved changes).
5. **Quitting**:
- **Quit**: Exit OpenRocket, saving each open project if necessary.
- :guilabel:`Quit`: Exit OpenRocket, saving each open project if necessary.
Edit
^^^^
@ -79,9 +80,10 @@ Edit
The **Edit Menu** is divided into three types of operations:
1. Undoing and redoing an action
2. Cutting, copying, pasting, and deleting components and text
3. Scaling the rocket and system preferences
1. :guilabel:`Undo` and :guilabel:`Redo` an action
2. :guilabel:`Cut`, :guilabel:`Copy`, :guilabel:`Paste`, and :guilabel:`Delete` objects
3. :guilabel:`Scale`: scale components or the entire rocket.button
4. :guilabel:`Preferences`: access OpenRocket system preferences
Tools
^^^^^
@ -95,10 +97,10 @@ Tools
The **Tools Menu** provides the following design tools:
- ``Component Analysis``: Analyze the (aerodynamic) effect of specific components
- ``Rocket optimization``: Optimize particular rocket characteristics
- ``Custom expressions``: Create custom expressions for specialized analysis
- ``Photo Studio``: Display the rocket in 3D with a variety of backgrounds and effects in the photo studio
- :guilabel:`Component Analysis`: Analyze the (aerodynamic) effect of specific components
- :guilabel:`Rocket optimization`: Optimize particular rocket characteristics
- :guilabel:`Custom expressions`: Create custom expressions for specialized analysis
- :guilabel:`Photo Studio`: Display the rocket in 3D with a variety of backgrounds and effects in the photo studio
Help
^^^^
@ -112,9 +114,9 @@ Help
The **Help Menu** is divided into three sections:
1. Guided tours demonstrating the use of OpenRocket
2. Bug reporting and debugging tools to assist users in providing feedback to the developers
3. Licensing, version, and other general information about OpenRocket
1. :guilabel:`Guided tours`: demonstrating the use of OpenRocket
2. :guilabel:`Bug reporting` and :guilabel:`Debug log`: tools to assist users in providing feedback to the developers
3. :guilabel:`License` and :guilabel:`About`: other general information about OpenRocket
Task Tabs
---------
@ -130,17 +132,21 @@ Rocket Design
:figclass: or-image-border
The **Rocket Design** tab is divided into three sections:
- The component tree
- Component arrangement buttons
- Component selection buttons
- *(Left)* The :guilabel:`Component tree`: A tree view of the components that make up the rocket.
- *(Middle)* :guilabel:`Component action buttons`: Buttons to for instance edit, move, or delete the currently selected components.
- *(Right)* :guilabel:`Component addition buttons`: Buttons to add new components to the rocket.
The components available in OpenRocket are divided into four classes based upon component function:
1. Assembly components
2. Body components and fin sets (external components)
3. Internal components
4. Mass components (which include electronics and recovery components)
Components are "greyed out" until it would be appropriate to add that component type. As components are added, you will
1. **Assembly Components**
2. **Body Components and Fin Sets** (external components)
3. **Internal Components**
4. **Mass Components** (which include electronics and recovery components)
Components are "greyed out" until it would be appropriate to add that component type to the currently selected component in
the component tree. For example, if you selected a fin set component in the component tree, then the nose cone component button
will be greyed out, because you can not add a nose cone to a fin set. As components are added, you will
see the component tree (on the left side of the window) grow with each component added.
..
@ -155,15 +161,18 @@ Motors & Configuration
:figclass: or-image-border
The **Motors & Configurations** tab is where you select motors, recovery events, and stage timing. Motor configuration options include:
- Creating new configurations
- Renaming existing configurations
- Removing (deleting) configurations
- Copying configurations
- :guilabel:`New Configuration`: Create a new flight configuration
- :guilabel:`Rename Configuration`: Rename the currently selected configuration
- :guilabel:`Remove Configuration`: Remove the currently selected configuration
- :guilabel:`Copy Configuration`: Copy the currently selected configuration
With a specific configuration selected, you may:
- Select (or select a different) motor
- Remove the motor
- Select and reset the motor ignition timing
- :guilabel:`Select motor`: Choose a motor from the motor database for the currently selected motor mount.
- :guilabel:`Remove motor`: Remove the currently selected motor from the motor mount.
- :guilabel:`Select ignition`: Set the motor ignition timing for the current motor.
- :guilabel:`Reset ignition`: Reset the motor ignition timing for the current motor to the default values.
.. TODO: For more motors and configuration utilization details, see :ref:`Motors & Configuration Details <motors_configuration_details>`.
@ -198,16 +207,22 @@ components and the placement of those components. Almost all of your design work
:align: center
:figclass: or-image-border
Top view.
.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.Side_View.jpg
:width: 95%
:align: center
:figclass: or-image-border
Side view.
.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.Back_View.jpg
:width: 95%
:align: center
:figclass: or-image-border
Back view.
3D Figure/3D Unfinished
^^^^^^^^^^^^^^^^^^^^^^^
@ -220,11 +235,15 @@ inside the airframe.
:align: center
:figclass: or-image-border
3D Figure view.
.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.3D_Unfinished.jpg
:width: 95%
:align: center
:figclass: or-image-border
3D Unfinished view.
3D Finished
^^^^^^^^^^^
@ -237,6 +256,8 @@ components, all with or without decals (transparent or opaque).
:align: center
:figclass: or-image-border
3D Finished view.
Become Familiar with OpenRocket
-------------------------------
@ -250,6 +271,8 @@ The example designs are found here:
:align: center
:figclass: or-image-border
Where to find the example design files.
The Basics of Using OpenRocket
==============================
@ -264,21 +287,23 @@ The default design name is **Rocket**, but that name can be changed, and a desig
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**
^^^^^^^^^^^^^^^^^^^^^^^
1. Double-Click **Rocket** in the component tree
.. figure:: /img/setup/getting_started/04.01.02.Rocket_Configuration.png
:width: 95%
:align: center
:figclass: or-image-border
.. figure:: /img/setup/getting_started/04.01.02.Rocket_Configuration.png
:width: 95%
:align: center
:figclass: or-image-border
Rename **Rocket**
^^^^^^^^^^^^^^^^^
Open the rocket configuration window.
.. figure:: /img/setup/getting_started/04.01.05.Rocket_Configuration.Rename.png
:width: 95%
:align: center
:figclass: or-image-border
2. Rename **Rocket**
.. figure:: /img/setup/getting_started/04.01.05.Rocket_Configuration.Rename.png
:width: 95%
:align: center
:figclass: or-image-border
Change the name of your rocket.
Adding External Components
--------------------------
@ -286,12 +311,13 @@ Adding External Components
Now it's time to start putting together components to build the rocket design. The generally accepted way of putting
together a rocket design is from top to bottom, from nose to tail. So, we'll add the nose cone first.
Selecting a Nose Cone
Adding a Nose Cone
^^^^^^^^^^^^^^^^^^^^^
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
With the **Stage** selected, click on the :guilabel:`Nose Cone` button and the **Nose Cone configuration** window will pop up.
Then, click the :guilabel:`Parts Library` button on the top-right of the configuration window. This will open a new window,
the **Component preset window**. From here, you can select a nose cone from a list of built-in nose cone presets from
various manufacturers. Select the nose cone shown below, and click the :guilabel:`Close` button to close the
**Nose Cone configuration** window.
.. figure:: /img/setup/getting_started/11.01.03.Rocket_Build.Nose_Cone.png
@ -299,42 +325,53 @@ pre-loaded parts database. Select the nose cone shown below, and click the :guil
:align: center
:figclass: or-image-border
Adding a nose cone to the rocket.
.. figure:: /img/setup/getting_started/Getting_Started.Components.Nose_Cone.Parts_Library.Highlighted.jpg
:width: 95%
:align: center
:figclass: or-image-border
Click the :guilabel:`Parts Library` button (top-right in the nose cone configuration window) to select a nose cone from the parts database.
.. figure:: /img/setup/getting_started/Getting_Started.Components.Nose_Cone.jpg
:width: 95%
:align: center
:figclass: or-image-border
Congratulations, you've just added your first component.
The nose cone has been added to the rocket.
Congratulations, you've just added your first component! 🎉
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 :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.
Next, we will add a payload bay after the nose cone. To do this, with either the **Stage** or **Nose Cone** selected,
click on the :guilabel:`Body Tube` button and the **Body Tube configuration** window will pop up.
Like with the nose cone, click :guilabel:`Parts Library` to open the **Component preset window**.
Select the body tube shown below, and click the :guilabel:`Close` button to close the **Body Tube configuration** window.
.. figure:: /img/setup/getting_started/11.02.01.Rocket_Build.Payload_Bay.png
:width: 95%
:align: center
:figclass: or-image-border
Adding a payload bay to the rocket.
.. figure:: /img/setup/getting_started/11.02.05.Rocket_Build.Payload_Bay.png
:width: 95%
:align: center
:figclass: or-image-border
Selecting a body tube from the parts database.
.. figure:: /img/setup/getting_started/11.02.06.Rocket_Build.Payload_Bay.png
:width: 95%
:align: center
:figclass: or-image-border
The payload bay has been added to the rocket.
Adding a Transition
^^^^^^^^^^^^^^^^^^^
@ -351,16 +388,22 @@ and change your entries in the circled areas below to match the entries shown. T
:align: center
:figclass: or-image-border
Adding a transition behind the payload bay.
.. figure:: /img/setup/getting_started/11.03.06.Rocket_Build.Transition.png
:width: 95%
:align: center
:figclass: or-image-border
Setting the transition parameters in the :guilabel:`General` tab and :guilabel:`Shoulder` tab.
.. figure:: /img/setup/getting_started/11.03.07.Rocket_Build.Transition.png
:width: 95%
:align: center
:figclass: or-image-border
The transition has been added to the rocket.
Adding a Body Tube
^^^^^^^^^^^^^^^^^^
@ -371,11 +414,15 @@ Now, do what you did to add the **Payload Bay**, above, but select this body tub
:align: center
:figclass: or-image-border
Add another body tube, behind the transition, and select it from the parts database.
.. figure:: /img/setup/getting_started/11.04.02.Rocket_Build.Body_Tube.png
:width: 95%
:align: center
:figclass: or-image-border
The body tube has been added to the rocket.
Adding Fins
^^^^^^^^^^^
@ -391,11 +438,15 @@ window will pop up. On your default **General** tab, change your entries match t
:align: center
:figclass: or-image-border
Add Trapezoidal fins inside the second body tube.
.. figure:: /img/setup/getting_started/11.05.02.Rocket_Build.Fins.png
:width: 60%
:align: center
:figclass: or-image-border
Fin set configuration window
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.
@ -404,6 +455,8 @@ Fins attach to another component, in this case the **Body Tube**. As circled bel
:align: center
:figclass: or-image-border
Trapezoidal fin set added to the rocket.
Adding a Launch Guide
^^^^^^^^^^^^^^^^^^^^^
@ -419,104 +472,117 @@ window, and change the specifications to match those shown below.
:align: center
:figclass: or-image-border
Launch lug configuration window.
.. figure:: /img/setup/getting_started/11.06.03.Rocket_Build.Launch_Lug.png
:width: 95%
:align: center
:figclass: or-image-border
Adding Internal Components
--------------------------
Launch lug added to the body tube.
Selecting a Parachute and Shock Cord
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Adding a Parachute and Shock Cord
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Next we will add a **Parachute** and **Shock Cord** to the rocket for recovery.
Select the body tube and add a **Parachute** and **Shock Cord**. The parachute and shock cord attach to the body tube.
.. figure:: /img/setup/getting_started/11.07.03.Rocket_Build.Parachute.png
:width: 95%
:align: center
:figclass: or-image-border
Parachute parts library (left) and configuration window (right).
.. figure:: /img/setup/getting_started/11.08.01.Rocket_Build.Parachute.png
:width: 60%
:align: center
:figclass: or-image-border
Shock cord configuration window.
.. figure:: /img/setup/getting_started/11.08.02.Rocket_Build.Parachute.png
:width: 95%
:align: center
:figclass: or-image-border
Selecting an Engine Block
^^^^^^^^^^^^^^^^^^^^^^^^^
Parachute and shock cord added to the body tube.
Adding an Engine Block
^^^^^^^^^^^^^^^^^^^^^^
.. figure:: /img/setup/getting_started/11.09.01.Rocket_Build.Engine_Block.png
:width: 60%
:align: center
:figclass: or-image-border
Engine block configuration window.
.. figure:: /img/setup/getting_started/11.09.02.Rocket_Build.Engine_Block.png
:width: 95%
:align: center
:figclass: or-image-border
Engine block added to the body tube.
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%
:align: center
:figclass: or-image-border
3D Unfinished view (body tubes are semi-transparent so that the internal components become visible).
.. figure:: /img/setup/getting_started/11.06.04.Rocket_Build.3D_Finished.png
:width: 95%
:align: center
:figclass: or-image-border
3D Finished view (what your final build would look like).
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**.
.. figure:: /img/setup/getting_started/11.06.04.Rocket_Build.3D_Finished.png
:width: 95%
:align: center
:figclass: or-image-border
If you want your OpenRocket design to visually resemble what you want to build, you can change the appearance of the components.
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**.
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**.
Nose Cone **Appearance**
^^^^^^^^^^^^^^^^^^^^^^^^
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 :guilabel:`Appearance` tab.
.. figure:: /img/setup/getting_started/12.10.01.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
: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.
Nose cone :guilabel:`Appearance` tab in the configuration window.
Change Nose Cone Color
^^^^^^^^^^^^^^^^^^^^^^
Now, uncheck the **Appearance** :guilabel:`Use default` box. Then, Click on the :guilabel:`Color` box to open the
**Choose color** window. Select the color of your choice (purple will be used here). Click :guilabel:`OK` to use your
selection, then :guilabel:`Close` the **Nose Cone configuration** window.
.. figure:: /img/setup/getting_started/12.10.05.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
:align: center
:figclass: or-image-border
Nose Cone Color Changed
^^^^^^^^^^^^^^^^^^^^^^^
Changing the nose cone color.
.. figure:: /img/setup/getting_started/12.10.06.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
:align: center
:figclass: or-image-border
Nose cone color changed.
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
@ -524,86 +590,104 @@ Repeat those steps for the **Transition**, **Body Tube**, **Trapezoidal Fin Set*
: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.
All external components, except for the payload bay have now been colored.
Now for a little magic. Open the **Payload Bay** appearance tab, uncheck the **Appearance** **Use default** box, and set
the :guilabel:`Texture` to ``<none>```. Then, click on the :guilabel:`Color` box to open the **Choose color** window.
Click on a light blue color (the box shown with the **X** below), then click :guilabel:`OK`. Now, set the :guilabel:`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%
:align: center
:figclass: or-image-border
Change the color of the payload bay to light blue and lower the opacity to 20%.
.. figure:: /img/setup/getting_started/12.10.12.Rocket_Build_Appearance.Nose_Cone.png
:width: 95%
:align: center
:figclass: or-image-border
You now have a semi-transparent payload bay!
Adding Decals
-------------
One last bit of magic, let's apply a decal to the transparent Payload Bay.
But, before beginning, save this image to your device.
But, before beginning, save the following image to your device.
.. figure:: /img/setup/getting_started/12.10.13.Rocket_Build_Appearance.Decal.png
:width: 15%
:align: center
:figclass: or-image-border
:download:`Save this decal image on your computer </img/setup/getting_started/12.10.13.Rocket_Build_Appearance.Decal.png>`.
With the decal saved to your device, you're ready to start.
Select Decal from File
^^^^^^^^^^^^^^^^^^^^^^
Open the Payload Bay configuration window and select the **Appearance** tab. Click on the **Texture** type to activate the selection drop-down, and select **From file...**. Now, navigate to where you saved the decal, and select it.
Open the Payload Bay configuration window and select the :guilabel:`Appearance` tab. Click on the :guilabel:`Texture`
type to activate the selection drop-down, and select :guilabel:`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.
Decal Type, Size and Position
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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 :guilabel:`Scale` and :guilabel:`Offset` :guilabel:`x` and :guilabel:`y` values to those shown below.
.. figure:: /img/setup/getting_started/12.10.19.Rocket_Build_Appearance.Payload_Bay.Decal.png
:width: 95%
:align: center
:figclass: or-image-border
Change the :guilabel:`Repeat` type and set the x and y :guilabel:`Scale` and :guilabel:`Offset` values.
.. figure:: /img/setup/getting_started/12.10.20.Rocket_Build_Appearance.Payload_Bay.Decal.png
:width: 95%
:align: center
:figclass: or-image-border
And, there you have it. A decal on a transparent payload bay.
The decal has been added to the payload bay and sized and positioned correctly.
And, there you have it, a decal on a transparent payload bay!
So, let's see what you've learned, and extend your knowledge. See if you can follow the screens below without any instructions.
Save the following image to your device.
.. figure:: /img/setup/getting_started/12.10.21.Rocket_Build_Appearance.Fins.png
:width: 15%
:align: center
:figclass: or-image-border
Save this image to your device
Split the Fins
^^^^^^^^^^^^^^
:download:`Save this decal image on your computer </img/setup/getting_started/12.10.21.Rocket_Build_Appearance.Fins.png>`.
.. figure:: /img/setup/getting_started/12.11.03.Rocket_Build_Appearance.Fins.png
:width: 95%
:align: center
:figclass: or-image-border
After splitting the fins, **SAVE AND REOPEN THE DESIGN FILE**, then view in **3D Finished**.
Split the Fins in the **Trapezoidal Fin Set configuration window** (left). After splitting, you'll see the separate fin
instances in the component tree (right).
Change Appearance of **Fin #2** and **Fin #3**
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
After splitting the fins, **SAVE AND REOPEN THE DESIGN FILE**, then view in **3D Finished**.
.. figure:: /img/setup/getting_started/12.11.11.Rocket_Build_Appearance.Fins.png
:width: 95%
:align: center
:figclass: or-image-border
Change Appearance of **Fin #2** and **Fin #3**
.. figure:: /img/setup/getting_started/12.11.12.Rocket_Build_Appearance.Fins.png
:width: 95%
:align: center
@ -612,31 +696,31 @@ Change Appearance of **Fin #2** and **Fin #3**
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.
So, what will this bird look like in flight? For that, we can use the **Photo Studio** tool. However, to get a representative
representation, you need to add a motor first.
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**.
In the :guilabel:`Task tabs` in the UI, select the :guilabel:`Motors & Configuration` tab. Then, make sure that the correct
motor tube is selected on the left in the :guilabel:`Motor mounts` list before clicking :guilabel:`New Configuration`.
.. figure:: /img/setup/getting_started/12.12.02.Rocket_Build.Motor.png
:width: 95%
:align: center
:figclass: or-image-border
**Select a Rocket Motor**
Adding a new flight configuration in the :guilabel:`Motors & Configuration` tab.
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 click :guilabel:`New Configuration`, the **Motor Selection** window opens. For this example, select the Estes D-12-7,
then click :guilabel:`OK`.
.. figure:: /img/setup/getting_started/12.12.03.Rocket_Build.Motor.png
:width: 80%
:align: center
:figclass: or-image-border
Select **Flight Configuration**
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Selecting the Estes D-12-7 rocket motor in the **Motor Selection** window.
Now, select the D-12-7 as the **Flight Configuration**, and you're ready to go to the **Photo Studio**.
@ -645,35 +729,37 @@ Now, select the D-12-7 as the **Flight Configuration**, and you're ready to go t
:align: center
:figclass: or-image-border
Select the D-12-7 as the **Flight Configuration**.
Flying in **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 :guilabel:`Photo Studio` from the :menuselection:`Tools` menu.
.. figure:: /img/setup/getting_started/12.12.01.Rocket_Build.Photo_Studio.png
:width: 95%
:align: center
:figclass: or-image-border
**Select a Rocket Motor**
Open **Photo Studio**.
Here it is:
You can now view your creation in 3D and interact with it. You can change the background, rocket orientation, camera settings,
and even add some cool effects.
.. figure:: /img/setup/getting_started/12.12.02.Rocket_Build.Photo_Studio.png
:width: 85%
:align: center
:figclass: or-image-border
**Flame** Effect
The rocket inside **Photo Studio**.
So why did you need a motor? Because, **you can't create flames without it**.
So why did you to add a motor before going to Photo Studio? Because,
**you can't activate the flame effect in Photo Studio if your rocket does not have a motor**, and the flame effect is
arguably the coolest part of Photo Studio! Go to the :guilabel:`Effects` tab and enable the :guilabel:`Flame` effect.
.. figure:: /img/setup/getting_started/12.12.03.Rocket_Build.Photo_Studio.png
:width: 85%
:align: center
:figclass: or-image-border
Now, experiment to your heart's content!
Now, play around with the settings to your heart's content!

View File

@ -9,6 +9,11 @@ We will start with a brief discussion on the selection of **available components
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.
.. note::
This section assumes you have already :doc:`installed OpenRocket </setup/installation>` and are familiar with the
:doc:`basic layout of the program </setup/getting_started>`.
.. contents:: Table of Contents
:depth: 2
:local:
@ -25,7 +30,7 @@ and save the design straight away: :menuselection:`File --> Save`. At this point
.. figure:: /img/user_guide/basic_rocket_design/main_window.png
:align: center
:width: 70%
:width: 95%
:figclass: or-image-border
:alt: The OpenRocket rocket design window.
@ -43,13 +48,13 @@ on the top-right of the rocket design window:
* ``Mass Components``: These are components that are used to **add mass** to the rocket or serve as **recovery devices**.
We would usually start building our rocket by selecting a nose cone but for the sake of this guide click the
``Body tube`` icon in the ``Body Components and Fin Sets`` section. This will then open up a configuration window
:guilabel:`Body Tube` icon in the **Body Components and Fin Sets** section. This will then open up a configuration window
to edit the body tube parameters.
The Body Tube Configuration Window
----------------------------------
At this point you should see a new window titled ``Body tube configuration``.
At this point you should see a new window titled **Body tube configuration**.
.. figure:: /img/user_guide/basic_rocket_design/body_tube_config.png
:align: center
@ -61,47 +66,49 @@ At this point you should see a new window titled ``Body tube configuration``.
This window allows you to either select a preset for the component type you are choosing, or make your own. Lets start
by examining how to customize it ourselves. If you have a look at the Body tube configuration window you will see that
at the top there is a Component name 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 Rocket Design panel of the main program window.)
at the top there is a :guilabel:`Component name` 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 Rocket Design panel of the main program window.)*
Just below Component name there are several tabs:
- **General:** allows us to alter the basic attributes of the component.
- **Motor:** allows us to make the body tube into a motor mount, and also edit the properties of the motor.
- **Override:** allows us to manually set the mass or centre of gravity for the component.
- **Appearance:** allows us to select colours, textures and other finishes.
- **Comment:** allows us to enter any comments or notes about the component.
- :guilabel:`General`: allows us to alter the basic attributes of the component.
- :guilabel:`Motor`: allows us to make the body tube into a motor mount, and also edit the properties of the motor.
- :guilabel:`Override`: allows us to manually set the mass or centre of gravity for the component.
- :guilabel:`Appearance`: allows us to select colours, textures and other finishes.
- :guilabel:`Comment`: allows us to enter any comments or notes about the component.
It should be noted that these tabs are specific to the component being designed. For example, a *nose cone* will not have
a *motor* tab, but will instead have a **shoulder** 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 *configuration panel*,
the others should be relatively self-explanatory.
.. note::
These tabs are specific to the component being designed. For example, a *nose cone* will not have
a :guilabel:`Motor` tab, but will instead have a :guilabel:`Shoulder` tab.
After you learn how to navigate around one component *configuration panel*, the others should be relatively self-explanatory.
General Tab
^^^^^^^^^^^
The rest of the *Body tube configuration* window lists the different parameters for the current component type. As you
can see, the *General* 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 **Automatic** checkbox will adjust the dimensions
of the component automatically. Here you will also see a **Filled** checkbox. If this is checked you will notice that
can see, the :guilabel:`General` 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 :guilabel:`Automatic` checkbox will adjust the dimensions
of the component automatically. Here you will also see a :guilabel:`Filled` 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.
On the right hand side of the window you will see the **Component material** and **Component finish** drop-down menus.
On the right hand side of the window you will see the :guilabel:`Component material` and :guilabel:`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 :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*.
You may have noticed that, apart from the mass, there is no noticeable difference when either the *inner diameter* or
*wall thickness* parameters are changed. To see those changes reflected in the model you will have to switch to a
different *View Type*, by selecting the desired view from the drop-down list at the left of the main OpenRocket
You may have noticed that, apart from the mass, there is no noticeable difference when either the :guilabel:`inner diameter` or
:guilabel:`wall thickness` parameters are changed. To see those changes reflected in the model you will have to switch to a
different :guilabel:`View Type`, by selecting the desired view from the drop-down list at the left of the main OpenRocket
program window.
Motor Tab
^^^^^^^^^
Next to the General tab is the **Motor** tab. If you click on it you will see that most parameters are grayed-out, with
Next to the General tab is the :guilabel:`Motor` 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
**motor mount**.
@ -301,7 +308,7 @@ Opening Example Designs
We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered
in the *Getting Started* section of this guide, but as a refresher the steps for doing this are as follows:
- In the main window, click on the **File** menu at the top left.
- In the main window, click on the :menuselection:`File` menu at the top left.
- Scroll down to **Open Examples...** open, and expand that menu. Here you will see a list of the available rocket design examples.
Your screen should now look like this:
@ -448,7 +455,7 @@ You should now have this:
Nose Cone and Body
5. Moving on, we next need to add a **Fin set**. Make sure you have clicked on the *Body tube* so that its highlighted
then click on the **Trapezoidal** component type. The *Trapezoidal fin set configuration* window will have appeared.
then click on the :guilabel:`Trapezoidal` component type. The *Trapezoidal fin set configuration* 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 *Fin cross section* to **Rounded**. Also, reduce the *Thickness* to **0.2**.
Thats all we need to do in this tab. Now move to the *Appearance* tab and customize to your preference.
@ -472,7 +479,7 @@ we will deal with the easy part: Increase the *Motor overhang* to **0.3**. Now c
.. _motorconfig:
Now click on the **Motors & Configuration** tab towards the left upper corner of the main OpenRocket window, just under
Now click on the :guilabel:`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 :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.
@ -499,7 +506,7 @@ of the screen. The *Select a rocket motor* window now appears:
To make sure your window looks the same as the one above, follow these steps:
- Make sure the *Filter Motors* tab is selected in the top right corner of the window.
- Click "Clear All", then select only the **Estes** option in the *Manufacturer* list.
- Click :guilabel:`Clear All`, then select only the **Estes** option in the *Manufacturer* list.
- Make sure that the *Total Impulse* slider is positioned over **A** (all the way to the left).
- Check both the "Limit motor diameter to mount diameter" and "Limit motor length to mount length" boxes.
- Look for the **A8** motor in list on the left side of the window. Click on it.
@ -515,7 +522,7 @@ for the following motors, using a *New Configuration* for each new motor you add
- **Estes C6-5**
- **Estes C6-7**
After you have added the rest of the motors, click back on the *Rocket design* tab just under the main menu.
After you have added the rest of the motors, click back on the :guilabel:`Rocket design` tab just under the main menu.
7. The next component we will add is the **Engine Block**. This time make sure that the *Inner tube* is highlighted and
then add an engine block component. Change the *Inner diameter* to **1.2** and the *Wall thickness* to **0.3**. Also,
@ -533,8 +540,8 @@ Your rocket should now look like this:
Added the Engine Block
8. We will now add two **Centering Rings**. Make sure the *Body tube* is highlighted in the list of components under
*Rocket design*, then click on the *Centering ring* 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 *Comment* tab: **The centering ring automatically takes
*Rocket design*, then click on the :guilabel:`Centering ring` 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 :guilabel:`Comment` tab: **The centering ring automatically takes
the outer diameter of the body tube and the inner diameter of the inner tube.**
Now click :guilabel:`Close`, select the body tube again and add another *Centering ring*. This time all we have to do is to change