768 lines
28 KiB
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768 lines
28 KiB
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***************
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Getting Started
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***************
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In this section we have a look at how OpenRocket is organized, by analyzing in detail the structure of the **user interface**.
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We will also briefly mention the **Example projects** that are accessible from the *File* menu. After reading this section
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you will have a thorough understanding of how OpenRocket is structured, and will be ready to start designing a rocket of
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your own. If you already know how this program is organized, feel free to jump to :doc:`Basic Rocket Design </user_guide/basic_rocket_design>`,
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the next section.
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.. contents:: Table of Contents
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:depth: 2
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:local:
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:backlinks: none
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----
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.. _the_user_interface:
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The User interface
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==================
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The OpenRocket user interface is divided horizontally into four sections:
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- :guilabel:`Main Menu` (green)
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- :guilabel:`Task Tabs` (black)
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- :guilabel:`Rocket Design`, :guilabel:`Motors & Configuration`, and :guilabel:`Flight Simulation Pane` (red)
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- :guilabel:`Rocket Views Pane` (blue)
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.. figure:: /img/setup/getting_started/2023.01.Guide.User_Interface.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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UI of OpenRocket divided into four
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Main Menu
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---------
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The **Main Menu**, sometimes referred to as the **Menu Bar** or **Application Ribbon**, is located at the top of the OpenRocket
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window. On macOS, the main menu is located at the top of the screen, embedded in the native macOS menu bar. We will run through
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each of the menu options in the main menu.
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File
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^^^^
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.. figure:: /img/setup/getting_started/02.04.01.File_Menu.png
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:width: 35%
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:align: center
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:figclass: or-image-border
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The OpenRocket File Menu
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The **File Menu** is divided into five divisions by function:
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1. **File opening options**:
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- :guilabel:`New`: Start a new project without closing the current one.
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- :guilabel:`Open...`: Open a previously saved `*.ork` file.
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- :guilabel:`Open Recent`: Open a recently opened file.
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- :guilabel:`Open Example`: Select and open an example project included with OpenRocket.
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2. **File saving options**:
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- :guilabel:`Save`: Save changes to the current project.
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- :guilabel:`Save as...`: Save the project with a different filename or location.
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3. **Import and export options**:
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- :guilabel:`Export as`: Export the project to a different file format, such as Rocksim 10 (`.rkt`).
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- :guilabel:`Save decal image`: Save a decal image file used in the project.
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- :guilabel:`Print design info...`: Print or export technical details of the rocket's components, fin set templates, or the rocket design to a `*.pdf`.
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4. **Closing**:
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- :guilabel:`Close design`: Exit the current project (prompts to save unsaved changes).
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5. **Quitting**:
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- :guilabel:`Quit`: Exit OpenRocket, saving each open project if necessary.
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Edit
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^^^^
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.. figure:: /img/setup/getting_started/OR.Guide.User_Interface.04.02.File.png
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:width: 35%
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:align: center
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:figclass: or-image-border
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The OpenRocket Edit Menu
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The **Edit Menu** is divided into three types of operations:
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1. :guilabel:`Undo` and :guilabel:`Redo` an action
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2. :guilabel:`Cut`, :guilabel:`Copy`, :guilabel:`Paste`, and :guilabel:`Delete` objects
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3. :guilabel:`Scale`: scale components or the entire rocket.button
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4. :guilabel:`Preferences`: access OpenRocket system preferences
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Tools
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^^^^^
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.. figure:: /img/setup/getting_started/OR.Guide.User_Interface.04.03.File.png
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:width: 35%
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:align: center
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:figclass: or-image-border
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The OpenRocket Tools Menu
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The **Tools Menu** provides the following design tools:
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- :guilabel:`Component Analysis`: Analyze the (aerodynamic) effect of specific components
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- :guilabel:`Rocket optimization`: Optimize particular rocket characteristics
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- :guilabel:`Custom expressions`: Create custom expressions for specialized analysis
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- :guilabel:`Photo Studio`: Display the rocket in 3D with a variety of backgrounds and effects in the photo studio
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Help
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^^^^
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.. figure:: /img/setup/getting_started/OR.Guide.User_Interface.04.04.File.png
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:width: 25%
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:align: center
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:figclass: or-image-border
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The OpenRocket Help Menu
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The **Help Menu** is divided into three sections:
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1. :guilabel:`Guided tours`: demonstrating the use of OpenRocket
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2. :guilabel:`Bug reporting` and :guilabel:`Debug log`: tools to assist users in providing feedback to the developers
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3. :guilabel:`License` and :guilabel:`About`: other general information about OpenRocket
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Task Tabs
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---------
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The windows shown below utilize the *A simple model rocket* example included with OpenRocket.
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Rocket Design
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^^^^^^^^^^^^^
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.. figure:: /img/setup/getting_started/01.02.Rocket_Design.Tab.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The **Rocket Design** tab is divided into three sections:
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- *(Left)* The :guilabel:`Component tree`: A tree view of the components that make up the rocket.
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- *(Middle)* :guilabel:`Component action buttons`: Buttons to for instance edit, move, or delete the currently selected components.
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- *(Right)* :guilabel:`Component addition buttons`: Buttons to add new components to the rocket.
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The components available in OpenRocket are divided into four classes based upon component function:
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1. **Assembly Components**
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2. **Body Components and Fin Sets** (external components)
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3. **Internal Components**
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4. **Mass Components** (which include electronics and recovery components)
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Components are "greyed out" until it would be appropriate to add that component type to the currently selected component in
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the component tree. For example, if you selected a fin set component in the component tree, then the nose cone component button
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will be greyed out, because you can not add a nose cone to a fin set. As components are added, you will
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see the component tree (on the left side of the window) grow with each component added.
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..
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TODO: For a detailed description of each component, see :ref:`Component Details <component_details>`.
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Motors & Configuration
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^^^^^^^^^^^^^^^^^^^^^^
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.. figure:: /img/setup/getting_started/02.02.Motor-Configuration.Tab.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The **Motors & Configurations** tab is where you select motors, recovery events, and stage timing. Motor configuration options include:
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- :guilabel:`New Configuration`: Create a new flight configuration
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- :guilabel:`Rename Configuration`: Rename the currently selected configuration
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- :guilabel:`Remove Configuration`: Remove the currently selected configuration
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- :guilabel:`Copy Configuration`: Copy the currently selected configuration
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With a specific configuration selected, you may:
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- :guilabel:`Select motor`: Choose a motor from the motor database for the currently selected motor mount.
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- :guilabel:`Remove motor`: Remove the currently selected motor from the motor mount.
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- :guilabel:`Select ignition`: Set the motor ignition timing for the current motor.
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- :guilabel:`Reset ignition`: Reset the motor ignition timing for the current motor to the default values.
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.. TODO: For more motors and configuration utilization details, see :ref:`Motors & Configuration Details <motors_configuration_details>`.
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Flight Simulations
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^^^^^^^^^^^^^^^^^^
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.. figure:: /img/setup/getting_started/03.02.Flight_simulations.Tab.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The **Flight Simulations** tab is where you manage and run flight simulations and flight simulation plots. From here,
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you can add new simulations, or edit, run, or delete existing simulations. Select a single simulation, and you can
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even plot and export the simulation results.
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..
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TODO: For more details on how to use these functions, see :ref:`Flight Simulations Details <flight_simulations_details>`.
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Rocket Views
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------------
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The windows shown below utilize the *A simple model rocket* example included with OpenRocket.
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Top/Side/Back View
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^^^^^^^^^^^^^^^^^^
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The **Top View**, **Side View**, and **Back View** are line drawings, similar to a blueprint that shows all of the rocket
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components and the placement of those components. Almost all of your design work will take place in the top, side, and back views.
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.Top_View.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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Top view.
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.Side_View.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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Side view.
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.Back_View.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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Back view.
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3D Figure/3D Unfinished
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^^^^^^^^^^^^^^^^^^^^^^^
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The **3D Figure** and **3D Unfinished** view allow you to look through the rocket's exterior to view many of the interior
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components. These views can help you more clearly see the relationship between the placement of different components
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inside the airframe.
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.3D_Figure.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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3D Figure view.
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.3D_Unfinished.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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3D Unfinished view.
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3D Finished
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^^^^^^^^^^^
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The **3D Finished** view shows you what the rocket will look like when finished. OpenRocket allows you to select
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component colors, inside and outside of outer tubes, right side or left side of fins, and even creating transparent
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components, all with or without decals (transparent or opaque).
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.. figure:: /img/setup/getting_started/Getting_Started.Rocket_Views.3D_Finished.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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3D Finished view.
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Become Familiar with OpenRocket
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-------------------------------
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For new users of OpenRocket, before attempting to create your own custom rocket design, it is strongly recommended that
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you become familiar with the OpenRocket user interface and generally accepted rocket design principles by opening and
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looking at how an example is assembled, making changes to the example, and understanding how to simulate flights.
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The example designs are found here:
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.. figure:: /img/setup/getting_started/2023.01.Open_Example.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Where to find the example design files.
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The Basics of Using OpenRocket
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==============================
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Rocket Configuration
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--------------------
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To build your first rocket, start OpenRocket, then double click the **Rocket** label at the top of the component tree to
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open the **Rocket configuration** pop-up window. OpenRocket allows you to name your design, identify the designer, make
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comments, and create a revision history.
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The default design name is **Rocket**, but that name can be changed, and a design name change also changes the name of
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the rocket shown on the component tree. So, rename your design and enter the designer, comments, and revision history
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information you desire.
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1. Double-Click **Rocket** in the component tree
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.. figure:: /img/setup/getting_started/04.01.02.Rocket_Configuration.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Open the rocket configuration window.
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2. Rename **Rocket**
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.. figure:: /img/setup/getting_started/04.01.05.Rocket_Configuration.Rename.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Change the name of your rocket.
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Adding External Components
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--------------------------
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Now it's time to start putting together components to build the rocket design. The generally accepted way of putting
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together a rocket design is from top to bottom, from nose to tail. So, we'll add the nose cone first.
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Adding a Nose Cone
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^^^^^^^^^^^^^^^^^^^^^
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With the **Stage** selected, click on the :guilabel:`Nose Cone` button and the **Nose Cone configuration** window will pop up.
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Then, click the :guilabel:`Parts Library` button on the top-right of the configuration window. This will open a new window,
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the **Component preset window**. From here, you can select a nose cone from a list of built-in nose cone presets from
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various manufacturers. Select the nose cone shown below, and click the :guilabel:`Close` button to close the
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**Nose Cone configuration** window.
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.. figure:: /img/setup/getting_started/11.01.03.Rocket_Build.Nose_Cone.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Adding a nose cone to the rocket.
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.. figure:: /img/setup/getting_started/Getting_Started.Components.Nose_Cone.Parts_Library.Highlighted.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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Click the :guilabel:`Parts Library` button (top-right in the nose cone configuration window) to select a nose cone from the parts database.
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.. figure:: /img/setup/getting_started/Getting_Started.Components.Nose_Cone.jpg
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:width: 95%
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:align: center
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:figclass: or-image-border
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The nose cone has been added to the rocket.
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Congratulations, you've just added your first component! 🎉
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Adding a Payload Bay
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^^^^^^^^^^^^^^^^^^^^
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Next, we will add a payload bay after the nose cone. To do this, with either the **Stage** or **Nose Cone** selected,
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click on the :guilabel:`Body Tube` button and the **Body Tube configuration** window will pop up.
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Like with the nose cone, click :guilabel:`Parts Library` to open the **Component preset window**.
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Select the body tube shown below, and click the :guilabel:`Close` button to close the **Body Tube configuration** window.
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.. figure:: /img/setup/getting_started/11.02.01.Rocket_Build.Payload_Bay.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Adding a payload bay to the rocket.
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.. figure:: /img/setup/getting_started/11.02.05.Rocket_Build.Payload_Bay.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Selecting a body tube from the parts database.
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.. figure:: /img/setup/getting_started/11.02.06.Rocket_Build.Payload_Bay.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The payload bay has been added to the rocket.
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Adding a Transition
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^^^^^^^^^^^^^^^^^^^
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Transitions are most often used to connect body tubes with different diameters. But, a transition can also be used to
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connect two body tubes of the same diameter, as will be done here.
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To do this, with either the **Stage** or **Payload Bay** selected, click on the :guilabel:`Transition` button and the
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**Transition configuration** window will pop up. The default **Transition Configuration** tab is the **General** tab.
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On this tab, change your entries in the circled areas below to match the entries shown. Then, click the **Shoulder** tab,
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and change your entries in the circled areas below to match the entries shown. Then, click the :guilabel:`Close` button.
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.. figure:: /img/setup/getting_started/11.03.01.Rocket_Build.Transition.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Adding a transition behind the payload bay.
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.. figure:: /img/setup/getting_started/11.03.06.Rocket_Build.Transition.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Setting the transition parameters in the :guilabel:`General` tab and :guilabel:`Shoulder` tab.
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.. figure:: /img/setup/getting_started/11.03.07.Rocket_Build.Transition.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The transition has been added to the rocket.
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Adding a Body Tube
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^^^^^^^^^^^^^^^^^^
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Now, do what you did to add the **Payload Bay**, above, but select this body tube from the parts database:
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.. figure:: /img/setup/getting_started/11.04.01.Rocket_Build.Body_Tube.png
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:width: 65%
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:align: center
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:figclass: or-image-border
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Add another body tube, behind the transition, and select it from the parts database.
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.. figure:: /img/setup/getting_started/11.04.02.Rocket_Build.Body_Tube.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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The body tube has been added to the rocket.
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Adding Fins
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^^^^^^^^^^^
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The bottom component are the fins. OpenRocket offers four types of fins, **Trapezoidal**, **Elliptical**, **Free Form**,
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and **Tube Fins**. For this design, **Trapezoidal** fins will be used.
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With the **Body Tube** selected, click on the :guilabel:`Trapezoidal` fins button and the **Trapezoidal Fin Set configuration**
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window will pop up. On your default **General** tab, change your entries match the entries shown. Then, click the
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:guilabel:`Close` button.
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.. figure:: /img/setup/getting_started/11.05.01.Rocket_Build.Fins.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Add Trapezoidal fins inside the second body tube.
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.. figure:: /img/setup/getting_started/11.05.02.Rocket_Build.Fins.png
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:width: 60%
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:align: center
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:figclass: or-image-border
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Fin set configuration window
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Fins attach to another component, in this case the **Body Tube**. As circled below, the fins are shown underneath the
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**Body Tube** on the component tree.
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.. figure:: /img/setup/getting_started/11.05.03.Rocket_Build.Fins.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Trapezoidal fin set added to the rocket.
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Adding a Launch Guide
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^^^^^^^^^^^^^^^^^^^^^
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OpenRocket includes two styles of launch guides, **Rail Buttons** and a **Launch Lug**. Because of the diameter of the
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body tube, a **Launch Lug** will be used for this design. As with fins, launch guides attach to another component, in
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this case the body tube.
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You should now be able to open the **Launch Lug configuration** window without assistance. So, open your **Launch Lug configuration**
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window, and change the specifications to match those shown below.
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.. figure:: /img/setup/getting_started/11.06.02.Rocket_Build.Launch_Lug.png
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:width: 60%
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:align: center
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:figclass: or-image-border
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Launch lug configuration window.
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.. figure:: /img/setup/getting_started/11.06.03.Rocket_Build.Launch_Lug.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Launch lug added to the body tube.
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Adding a Parachute and Shock Cord
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Next we will add a **Parachute** and **Shock Cord** to the rocket for recovery.
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Select the body tube and add a **Parachute** and **Shock Cord**. The parachute and shock cord attach to the body tube.
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.. figure:: /img/setup/getting_started/11.07.03.Rocket_Build.Parachute.png
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:width: 95%
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:align: center
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:figclass: or-image-border
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Parachute parts library (left) and configuration window (right).
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.. figure:: /img/setup/getting_started/11.08.01.Rocket_Build.Parachute.png
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:width: 60%
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:align: center
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|
:figclass: or-image-border
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Shock cord configuration window.
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.. figure:: /img/setup/getting_started/11.08.02.Rocket_Build.Parachute.png
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:width: 95%
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|
:align: center
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|
:figclass: or-image-border
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Parachute and shock cord added to the body tube.
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Adding an Engine Block
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^^^^^^^^^^^^^^^^^^^^^^
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|
.. figure:: /img/setup/getting_started/11.09.01.Rocket_Build.Engine_Block.png
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:width: 60%
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:align: center
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|
:figclass: or-image-border
|
|
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|
Engine block configuration window.
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.. figure:: /img/setup/getting_started/11.09.02.Rocket_Build.Engine_Block.png
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:width: 95%
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|
:align: center
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|
:figclass: or-image-border
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|
Engine block added to the body tube.
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|
|
Viewing Your Design
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|
===================
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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**.
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|
|
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.. figure:: /img/setup/getting_started/11.06.03.Rocket_Build.3D_Unfinished.png
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:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
|
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|
3D Unfinished view (body tubes are semi-transparent so that the internal components become visible).
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|
|
|
.. figure:: /img/setup/getting_started/11.06.04.Rocket_Build.3D_Finished.png
|
|
:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
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|
3D Finished view (what your final build would look like).
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|
|
|
Adding Appearance Settings
|
|
==========================
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If you want your OpenRocket design to visually resemble what you want to build, you can change the appearance of the components.
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When changing **Appearance** settings, it is best to be in the **3D Finished** pane so that you can see the changes that
|
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you are making. So, let's start by changing the view to **3D Finished**.
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|
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Changing Color
|
|
--------------
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|
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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
|
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nose cone in the parts tree to open the **Nose Cone configuration** window, then select the :guilabel:`Appearance` tab.
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|
|
|
.. figure:: /img/setup/getting_started/12.10.01.Rocket_Build_Appearance.Nose_Cone.png
|
|
:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
|
|
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Nose cone :guilabel:`Appearance` tab in the configuration window.
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|
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Now, uncheck the **Appearance** :guilabel:`Use default` box. Then, Click on the :guilabel:`Color` box to open the
|
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**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.
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|
|
|
.. figure:: /img/setup/getting_started/12.10.05.Rocket_Build_Appearance.Nose_Cone.png
|
|
:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
|
|
|
Changing the nose cone color.
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|
|
|
.. 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.
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|
|
|
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**.
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|
|
|
.. figure:: /img/setup/getting_started/12.10.07.Rocket_Build_Appearance.Nose_Cone.png
|
|
:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
|
|
|
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 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 :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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
: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
|
|
|
|
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).
|
|
|
|
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
|
|
:figclass: or-image-border
|
|
|
|
Viewing in **Photo Studio**
|
|
---------------------------
|
|
|
|
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
|
|
^^^^^^^^^^^^^^^^^
|
|
|
|
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
|
|
|
|
Adding a new flight configuration in the :guilabel:`Motors & Configuration` tab.
|
|
|
|
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
|
|
|
|
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**.
|
|
|
|
.. figure:: /img/setup/getting_started/12.12.05.Rocket_Build.Motor.png
|
|
:width: 95%
|
|
:align: center
|
|
:figclass: or-image-border
|
|
|
|
Select the D-12-7 as the **Flight Configuration**.
|
|
|
|
Flying in **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
|
|
|
|
Open **Photo Studio**.
|
|
|
|
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
|
|
|
|
The rocket inside **Photo Studio**.
|
|
|
|
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, play around with the settings to your heart's content!
|