335 lines
22 KiB
ReStructuredText
335 lines
22 KiB
ReStructuredText
****************************
|
||
Overrides and Surface Finish
|
||
****************************
|
||
|
||
This page explains how to use overrides and surface finish settings to create more accurate OpenRocket simulations.
|
||
|
||
.. contents:: Table of Contents
|
||
:depth: 2
|
||
:local:
|
||
:backlinks: none
|
||
|
||
----
|
||
|
||
Using Overrides and Surface Finish to Create More Accurate OpenRocket Simulations
|
||
=================================================================================
|
||
|
||
As you develop your design, OpenRocket estimates the rocket's stability and performance characteristics based on entered
|
||
and known information about the components you choose. As you accumulate parts, and build and test your rocket, you will
|
||
obtain more accurate information than what OpenRocket estimated. With this knowledge, you can override the initial
|
||
estimates and create more accurate flight simulations.
|
||
|
||
On this page, how OpenRocket looks at the different overrides will be explained in more detail, and practical examples
|
||
of their use will be given.
|
||
|
||
Overrides
|
||
---------
|
||
|
||
OpenRocket allows you to override three values that are determinative of a rocket’s flight characteristics: mass, center
|
||
of gravity (CG), and coefficient of drag (C\ :sub:`D`). All three of these values can be overridden at the stage level,
|
||
the component group level, or the single component level. In addition, while not being an override in its own right,
|
||
OpenRocket allows you to adjust the surface roughness of components so that drag estimates more accurately reflect
|
||
actual flight data.
|
||
|
||
Override Mass
|
||
~~~~~~~~~~~~~
|
||
|
||
The database of parts included with OpenRocket has estimates for component masses. These estimates come from a variety
|
||
of sources, ranging from data provided by the manufacturer and measured values to calculations based on the volume of
|
||
the part and the "standard" density of the material it is made from. The accuracy of these sources varies, but nothing
|
||
is more accurate than putting the actual part on a scale and weighing it. Once a part's measured mass is known, the mass
|
||
override can be used to change the mass value, more closely reflecting the part's mass, and thereby the rocket's actual
|
||
mass.
|
||
|
||
Override Center of Gravity
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
OpenRocket also estimates each component's center of gravity based on its materials and geometry, and calculates the
|
||
overall center of gravity of each stage, and the entire rocket based on that. However, this really can't account for
|
||
the weight of things like glue and paint, which can be significant and can move the center of gravity forward or back.
|
||
Once you've got some components assembled, you can measure the CG (using any of the time-honored methods, like hanging
|
||
from a string or balancing on a knife edge) and override this, too.
|
||
|
||
Override Coefficient of Drag
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
The drag on a rocket in flight is a function of the rocket's velocity, the density of the atmosphere, the frontal area
|
||
of the rocket, and a number called the coefficient of drag. This, in turn, is a result of the airflow over the rocket,
|
||
and is estimated based on the rocket's geometry and surface finish. Once you've actually flown the rocket and compared
|
||
your simulation to the actual flight, you can adjust the rocket's coefficient of drag to better match the flight data.
|
||
|
||
One caution, the coefficient of drag does not remain constant through the flight, especially if the rocket gets near the
|
||
speed of sound. At low speeds the friction on the rocket's body dominates the coefficient of drag, but as the speed
|
||
increases the effect of the pressure drag (the drag caused by the pressure of the front of the rocket hitting air) and
|
||
the base drag (caused by the low pressure area left behind the rocket) becomes progressively more significant. Adjusting
|
||
the coefficient of drag based on a flight with a small motor, and using this result to estimate behavior with a larger
|
||
motor can give misleading results. How to use drag coefficient overrides to "adjust" a calculated drag coefficient will
|
||
be discussed later.
|
||
|
||
Override for All Subcomponents
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
OpenRocket designs are structured as a tree: each component (except the rocket itself) has a parent component and may
|
||
have children (subcomponents). For instance, a single stage rocket will have that single stage as the child of the rocket,
|
||
and the stage will have (at least) a nose cone and a body tube as subcomponents. If fins are attached to the body tube,
|
||
the fin set is a subcomponent of the body tube. When applying overrides to a component, you can specify whether to apply
|
||
the override to all of its subcomponents as well. If you don't override the subcomponents, then the override applied to
|
||
the parent component is combined with that of all subcomponents. For instance, suppose a body tube has a calculated mass
|
||
of 100 grams and its fins have a calculated mass of 50 grams, the combination of body tube and fin set will have a mass
|
||
of 150 grams. If you override the body tube mass, set it to 110 grams, and don't override the subcomponents, the total
|
||
mass is now 160 grams.
|
||
|
||
If you do override the subcomponents, then the set mass of the parent replaces the mass of the entire subtree. So, using
|
||
the same body tube and fin set as before, if you set the mass override of the body tube to 170 grams, and override the
|
||
subcomponents, the total mass is 170 grams; the fins contribute no additional mass to the assembly.
|
||
|
||
But, why would you want to do this? Ultimately, the goal is to match the simulated mass to the measured mass after the
|
||
rocket is finished, taking into account such things as adhesives and any exterior finish (paint and decals). In the case
|
||
described above, the mass override is for the entire assembly -- the idea is that if you actually glue the fins to the
|
||
body tube and weigh the result at 170 grams, that's what you want the finished mass of the assembly to be.
|
||
|
||
Using Overrides to Produce a More Accurate Simulation
|
||
-----------------------------------------------------
|
||
|
||
Let's look at how you can apply overrides at different points in the design, construction, and simulation of the rocket
|
||
to improve the accuracy of your simulations.
|
||
|
||
When Designing Your Rocket
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
You start designing your rocket by selecting different components, parts that have associated mass values and calculated
|
||
values for the center of gravity and coefficient of drag. As you add parts, OpenRocket continuously updates to combined
|
||
values, calculating an estimated mass, center of gravity, and coefficient of drag for the entire rocket. Then, based on
|
||
your mass and performance goals, you select a motor. When you have, it is time to make sure the center of gravity is
|
||
forward of the center of pressure by a comfortable stability margin; assuming it is, you can order your parts and start
|
||
putting the rocket together.
|
||
|
||
When You Have Your Parts
|
||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
Once you have your parts -- the nose cone, body tube, fin stock, and whatever recovery devices and other hardware you're
|
||
using -- you can weigh each component separately. You're likely to find that the parts weigh something close to the
|
||
calculated values, but are not exactly right. So, this (the individual part) is the lowest level on which you can
|
||
override a mass. After overriding the mass of each part, you can check again to be certain that the center of gravity
|
||
is still forward of the center of pressure by a comfortable stability margin, and modify your design as needed.
|
||
|
||
As You Build Your Rocket
|
||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
When assembling your rocket, as you complete subassemblies, you can weigh these subassemblies and measure their centers
|
||
of gravity, applying mass and center of gravity overrides at the second (subassembly) level. When applying an override
|
||
to a subassembly, you want to check the "Override for all Subcomponents" so that you don't count a subcomponent within
|
||
the assembly twice.
|
||
|
||
Finally, when your rocket is complete, you can again weigh and measure the center of gravity of the entire rocket, and
|
||
apply these overrides at the highest (stage) level. Once again, at this level you'll want to override subcomponents.
|
||
|
||
**Note: you should perform this override on every rocket you ever create. This gives the most accurate possible starting
|
||
point for your simulations.**
|
||
|
||
After Your First Test Flight
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
Once you've flown your rocket for the first time, you can compare your simulations to your actual flight data. Since
|
||
each of your simulations was based on overridden measured mass and center of gravity values, the only thing you need to
|
||
adjust at this point is drag. You can take two approaches to this, you can adjust the friction drag by changing the
|
||
rocket's surface finish, or you can directly modify the drag coefficient. The process is much the same in both cases.
|
||
|
||
To change the surface finish, you select external components (parts of the rocket's actual airframe) and simply select
|
||
a different surface finish. Then, rerun the simulation again, and compare the new difference between the actual flight
|
||
results and your new simulation; you continue to adjust the surface finish until you are satisfied that the simulation
|
||
results are as close as possible to the actual flight data. Even though only the airframe surface matters, for the first
|
||
few adjustments, it is easier to select a new component finish on any part and then simply click the "Apply to All Components"
|
||
button. After you have bracketed your desired simulation result, you can fine-tune the simulation by adjusting the surface
|
||
finish for individual components.
|
||
|
||
To directly adjust the drag coefficient, you apply a drag coefficient override to the entire stage. In this case you
|
||
don't want to override the subcomponents; what you're doing is applying a constant offset to the drag coefficient
|
||
being calculated over the course of the flight.
|
||
|
||
After applying these modifications, you will have a more accurate simulation for future flights with different motors.
|
||
|
||
----
|
||
|
||
How and Why to Use Mass and Center of Gravity Overrides
|
||
=======================================================
|
||
|
||
Background
|
||
----------
|
||
|
||
The ‘’Stage’‘, ‘’Boosters’‘, and ‘’Pods’‘ assembly components feature mass and center of gravity override options that
|
||
may be used to adjust the rocket’s margin of stability. Prior to the release of OpenRocket 22.02, the use of these
|
||
options overrode the mass and center of gravity of **all** of the assembly subcomponents, limiting the use of these
|
||
options to matching the rocket’s finished mass and center of gravity.
|
||
|
||
Beginning with the release of OpenRocket 22.02, when using these options, you may choose not to override the mass
|
||
and center of gravity of the assembly subcomponents, choosing instead to add to or subtract from the values calculated
|
||
by OpenRocket. So, why is this an important change?
|
||
|
||
.. _margin_of_stability:
|
||
|
||
Margin of Stability
|
||
~~~~~~~~~~~~~~~~~~~
|
||
|
||
The recommended **stability margin for subsonic flights is not less than 1.0 caliber**, and **not less than 2.0 calibers
|
||
for transonic and supersonic flights**. However, the rocket’s stability margin changes during flight; the rocket can have
|
||
momentary marginal stability right off the launch rail with wind, or at high angles of attack at low velocity going
|
||
through apogee, but may otherwise be unstable during flight.
|
||
|
||
Effect of Rotational Inertia
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
The cause of instability during flight is often rooted in the rocket’s rotational inertia (moment of inertia), how the
|
||
rocket’s mass is distribution about the axis (center of gravity), with larger moments requiring more torque to change
|
||
the rocket’s rate of rotation. When subcomponent mass and center of gravity values are overridden, the rocket’s rotational
|
||
inertia is changed, potentially causing the rocket to simulate as stable when it is not, or as unstable when it is, at
|
||
less than or near recommended stability margins.
|
||
|
||
Benefit of Not Overriding Subassembly Subcomponents
|
||
---------------------------------------------------
|
||
|
||
The rocket’s center of gravity can be viewed as the balancing point between the nose cone tip and the end of the motor
|
||
nozzle. If a large, heavy motor is used, then weight at the rocket’s tip is needed to balance that weight. And, this
|
||
creates a large rotational inertia, which may be significantly changed when the user overrides the subcomponent mass and
|
||
center of gravity values. Now, you can add mass at a specific location within the assembly component, without changing
|
||
the mass and center of gravity values of subcomponents.
|
||
|
||
How the Mass and Center of Gravity Overrides Work
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
If you select "override for all subcomponents", your value is set as an aggregate Mass or Center of Gravity value. If
|
||
you don't select it, your set value is added to the calculated value of the Mass or Center of Gravity. The Coefficient of
|
||
Drag override work in the same way.
|
||
|
||
Matching Measured Mass and Center of Gravity
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
In other words, it is now possible to reduce the effect that matching measured mass and center of gravity has on the
|
||
rocket’s calculated rotational inertia. The user simply checks the assembly component’s mass and center of gravity
|
||
overrides, entering the difference between the measured and calculated values, leaving the override subcomponents box
|
||
unchecked. This method is less likely to have a material effect on the rocket’s rotational inertia than overriding all
|
||
the subcomponent values.
|
||
|
||
Adjustable Weight Systems
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
Using the assembly component’s mass and center of gravity overrides in this way, you can mimic adjustable weight systems
|
||
to compensate for significant changes in motor size and mass. The number of steps involved depends on the precision you
|
||
want achieve.
|
||
|
||
The approaches described below assume that you have a completed design that you will be making changes to; The steps
|
||
below describe how to make the changes to the "A simple model rocket" example include with OpenRocket.
|
||
|
||
Simplified Approach
|
||
~~~~~~~~~~~~~~~~~~~
|
||
|
||
The simplified approach has three basic steps.
|
||
|
||
The first step is to place a *Mass Component* inside the airframe, to match the rocket’s **flight ready** measured weight
|
||
and center of gravity (without a motor); it doesn't matter which component it is put inside of because you should position
|
||
it relative to the "Tip of the nose cone", entering your measured distance from the rocket's nose cone tip to the rocket's
|
||
actual center of gravity.
|
||
|
||
The second step, going to the *Stage configuration* pane, is to enter the distance from the tip of the nose cone to the
|
||
center of your adjustable weight as the *Override center of gravity* distance.
|
||
|
||
The third step is really two companion steps, you select your preferred motor configuration, and, on the
|
||
*Stage configuration* pane, you adjust the mass override value until you have a comfortable margin of stability between
|
||
the center of gravity and center of pressure (see, :ref:`Margin of Stability <margin_of_stability>`). Then, last of all, **don't forget to actually
|
||
add that amount of weight to your rocket's adjustable weight system**.
|
||
|
||
After that, before you head out to the range, actually install the motor (without the igniter) and verify the margin of
|
||
stability; it's always nice to put markers on the rocket, blue for the center of gravity and red for the center of pressure.
|
||
|
||
Precision Approach
|
||
~~~~~~~~~~~~~~~~~~
|
||
|
||
The highest level of precision requires that the mass overrides be used for **each component** and **each subassembly**,
|
||
and, finally, at the **stage** level. To achieve this precision, there are a few additional steps:
|
||
|
||
1. Lay out, weigh, and enter the mass override for each of the parts.
|
||
2. Using the component tree as your reference, identify each component that has one or more subcomponents under it.
|
||
These components will be referred to as parents and the component and its subcomponents, together, will be called a
|
||
subassembly; oft times there are nested subcomponents and each component with a subcomponent is a parent.
|
||
3. While building the rocket, each time a subassembly is completed, weigh that subassembly and enter the mass override
|
||
value on the parent's configuration override tab, checking the "Override mass and CG of all subcomponents" box. This will
|
||
take into account the additional mass of adhesives, fasteners, and the like.
|
||
|
||
From here, follow the `Simplified Approach`_ steps, above, which describes how to make the remaining changes.
|
||
|
||
As stated before, before you head out to the range, **actually install the motor (without the igniter) and *verify the
|
||
margin of stability***; again, it's always nice to put markers on the rocket, blue for the center of gravity and red for
|
||
the center of pressure.
|
||
|
||
----
|
||
|
||
How and Why to Use Surface Finish Settings and Coefficient of Drag (C\ :sub:`D`) Overrides
|
||
==========================================================================================
|
||
|
||
When you have finished your rocket, and adjusted the mass and center of gravity overrides as described above, there are
|
||
two remaining factors affecting flight performance that can be adjusted, the rocket's coefficient of drag and surface
|
||
finish (roughness). After you have flown your rocket and collected flight data (using an altimeter or other device),
|
||
you can compare the actual flight results to the OpenRocket simulation projections and make changes to the rocket's
|
||
(C\ :sub:`D`) or surface finish to bring the simulated results in line with the actual collected fight data.
|
||
|
||
The first step is usually bracketing the desire drag coefficient by changing the rocket's *Surface Finish*, and the
|
||
second is fine tuning the (C\ :sub:`D`) with the *Stage* level override. You can adjust the rocket's (C\ :sub:`D`) by
|
||
changing its surface roughness or by overriding its overall (C\ :sub:`D`), or a combination of both, depending upon the
|
||
precision you desire.
|
||
|
||
Using Surface Finish (Roughness) Settings
|
||
-----------------------------------------
|
||
|
||
The surface finish that you use for your rocket affects how air flows over the airframe (the smoother the surface, the
|
||
less the resistance; the rougher the surface, the greater the resistance). And, another word for this resistance is drag.
|
||
So, an adjustment to surface roughness changes the rocket's (C\ :sub:`D`).
|
||
|
||
As with other component specific characteristics, each component has its own *Surface Finish* setting, although you can
|
||
change the *Surface Finish* of every component by left-clicking the *Set for all* button on any *Appearance* tab. This
|
||
is similar to the override subcomponents feature, but only changes the components that exist at the time it us used;
|
||
parts added after using the *Set for all* feature will have the default roughness. OpenRocket allows you to select one
|
||
of five roughness settings, *Rough*, *Unfinished*, *Regular paint*, *Smooth paint*, and *Polished*, each with a
|
||
decreasing (C\ :sub:`D`) from rough to polished.
|
||
|
||
Using your actual collected flight data, by making the exterior of your rocket's surface rougher or smoother, you are
|
||
changing the rocket's overall (C\ :sub:`D`) without overriding the (C\ :sub:`D`) of any components. This method retains
|
||
all of the component (C\ :sub:`D`) values and does not affect the simulation's ability to calculate the natural
|
||
(C\ :sub:`D`) variations caused by changes in velocity and atmospheric density during flight.
|
||
|
||
When making changes using this method, a change is made to the *Surface Finish* setting, the simulation is rerun, and
|
||
the results compared. You then repeat this until you have bracketed the comparison between the actual collected flight
|
||
results and the simulation results. Then, out of the two bracketing simulations, set the *Surface Finish* to the setting
|
||
used in the simulation with the lowest results. If you want even more precision, adjust the Rocket's (C\ :sub:`D`) as
|
||
described below.
|
||
|
||
Using Coefficient of Drag (C\ :sub:`D`) Overrides
|
||
-------------------------------------------------
|
||
|
||
How the Stage Coefficient of Drag Override Works
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
If you select "override for all subcomponents", your value is set as an aggregate (C\ :sub:`D`) value. If you don't
|
||
select it, your set value is added to the calculated value. This is consistent with how the mass and CG overrides work.
|
||
|
||
Using the Stage Coefficient of Drag Override
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
The coefficient of drag relates to a thing's resistance to airflow, and changes with velocity and the density of the
|
||
atmosphere, especially if the rocket gets near the speed of sound. Only the rocket's exterior components that comprise
|
||
the airframe of the rocket are exposed to the flow of air over the rocket and have a (C\ :sub:`D`) value that affects
|
||
flight performance. And adjusting the coefficient of drag for the entire rocket based on a flight with a small motor,
|
||
then using those results to estimate behavior with a larger motor can give misleading results. Because of this, and the
|
||
practical impossibility for most users to measure the drag of each component, or the finished rocket for that matter,
|
||
*overriding the (*C\ :sub:`D`*) at the component and subassembly levels is* **NOT recommended**.
|
||
|
||
However, armed with actual collected flight data, you can add or subtract from the rocket's overall (C\ :sub:`D`) at the
|
||
"Stage" level by NOT overriding the (C\ :sub:`D`) of subcomponents. Practically speaking, this method retains all of the
|
||
individual component (C\ :sub:`D`) values, but nudges the (C\ :sub:`D`) of the entire rocket just a bit more. And,
|
||
OpenRocket uses this nudge to more closely match actual flight and simulation results, *without affecting the simulation's
|
||
ability to calculate the natural (*C\ :sub:`D`*) variations caused by changes in velocity and atmospheric density during
|
||
flight*.
|
||
|
||
When making changes using this method, a change is made to the (C\ :sub:`D`), the simulation is rerun, and the results
|
||
compared. You then repeat this until you are satisfied with the comparison between the actual collected flight results
|
||
and the simulation results.
|