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621 lines
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*******************
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Basic Rocket Design
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*******************
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In this section we'll look at how to design a basic rocket by examining the A simple model rocket design example.
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After reading this section you should have an understanding of how to start designing your own rockets.
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We will start with a brief discussion on the selection of **available components**, and then the components used in
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the ``A simple model rocket`` example design file (:menuselection:`File --> Open example --> A simple model rocket`).
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Then we'll build a rocket from scratch to see how it’s done.
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.. note::
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This section assumes you have already :doc:`installed OpenRocket </setup/installation>` and are familiar with the
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:doc:`basic layout of the program </setup/getting_started>`.
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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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Component Configuration Window
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==============================
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There are several types of components available to you as a rocket designer, and you can either customize them to meet
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your needs, or simply load component presets from the parts library.
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To start, let's begin a new project: :menuselection:`File --> New`. It doesn’t matter what we call it at the moment, but go ahead
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and save the design straight away: :menuselection:`File --> Save`. At this point you should be presented with a blank rocket design window:
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.. figure:: /img/user_guide/basic_rocket_design/main_window.png
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:align: center
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:width: 95%
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:figclass: or-image-border
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:alt: The OpenRocket rocket design window.
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The OpenRocket rocket design window.
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When you first start a new rocket design you will see that there are four categories of components available in the **Add new component** panel
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on the top-right of the rocket design window:
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* ``Assembly Components``: These are components that have **no physical meaning** of their own but are used to **group components together**.
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* ``Body Components and Fin Sets``: These are components that are used to **build the rocket's airframe**.
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* ``Inner Components``: These are components that are placed **inside the rocket's airframe**.
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* ``Mass Components``: These are components that are used to **add mass** to the rocket or serve as **recovery devices**.
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We would usually start building our rocket by selecting a nose cone but for the sake of this guide click the
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:guilabel:`Body Tube` icon in the **Body Components and Fin Sets** section. This will then open up a configuration window
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to edit the body tube parameters.
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The Body Tube Configuration Window
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----------------------------------
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At this point you should see a new window titled **Body tube configuration**.
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.. figure:: /img/user_guide/basic_rocket_design/body_tube_config.png
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:align: center
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:width: 60%
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:figclass: or-image-border
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:alt: The Body Tube configuration window.
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The Body Tube configuration window.
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This window allows you to either select a preset for the component type you are choosing, or make your own. Let’s start
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by examining how to customize it ourselves. If you have a look at the Body tube configuration window you will see that
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at the top there is a :guilabel:`Component name` field. Here we can change the name of the current component to anything we choose.
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*(Note that this name will then appear in the design tree seen in the Rocket Design panel of the main program window.)*
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Just below Component name there are several tabs:
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- :guilabel:`General`: allows us to alter the basic attributes of the component.
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- :guilabel:`Motor`: allows us to make the body tube into a motor mount, and also edit the properties of the motor.
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- :guilabel:`Override`: allows us to manually set the mass or centre of gravity for the component.
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- :guilabel:`Appearance`: allows us to select colours, textures and other finishes.
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- :guilabel:`Comment`: allows us to enter any comments or notes about the component.
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.. note::
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These tabs are specific to the component being designed. For example, a *nose cone* will not have
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a :guilabel:`Motor` tab, but will instead have a :guilabel:`Shoulder` tab.
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After you learn how to navigate around one component *configuration panel*, the others should be relatively self-explanatory.
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General Tab
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^^^^^^^^^^^
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The rest of the *Body tube configuration* window lists the different parameters for the current component type. As you
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can see, the :guilabel:`General` tab provides options to manually enter numbers, or you can also use the spin boxes (coarse control)
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or sliders (fine control) provided to adjust the parameter values. The :guilabel:`Automatic` checkbox will adjust the dimensions
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of the component automatically. Here you will also see a :guilabel:`Filled` checkbox. If this is checked you will notice that
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the inner diameter goes to zero, i.e., a filled (solid) tube. Note how the Component mass changes when this box is checked.
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On the right hand side of the window you will see the :guilabel:`Component material` and :guilabel:`Component finish` drop-down menus.
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If you click on these you will be presented with a list of various materials and finishes, each with their own weight and
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thickness. If you are using the same finish for the entire rocket you can click the :guilabel:`Set for all` button to make each
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component use the same finish. The last notable feature in this window is in the bottom left. There you will see a live
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display of the **Component mass**. This will update automatically as you change parameter values. Experiment with the
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sliders to see how the component changes in the *design window*.
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You may have noticed that, apart from the mass, there is no noticeable difference when either the :guilabel:`inner diameter` or
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:guilabel:`wall thickness` parameters are changed. To see those changes reflected in the model you will have to switch to a
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different :guilabel:`View Type`, by selecting the desired view from the drop-down list at the left of the main OpenRocket
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program window.
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Motor Tab
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^^^^^^^^^
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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
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the exception of one checkbox. As the label mentions, this is for when you want the body tube component to also be a
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**motor mount**.
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.. figure:: /img/user_guide/basic_rocket_design/03.Motor_tube_tab.png
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:width: 70%
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:align: center
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:figclass: or-image-border
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:alt: The Motor tab of the Configuration Window
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The *Motor tab* of the Configuration Window.
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Have a quick look at this if you wish, but we'll discuss changing *flight configurations* for a later section of the guide.
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Override
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^^^^^^^^
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We'll take a quick look at this tab, as it common to most components. For starting out though, you most likely will not need it.
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.. figure:: /img/user_guide/basic_rocket_design/04.Body_tube_override_tab.png
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:width: 70%
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:align: center
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:figclass: or-image-border
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:alt: The Override tab of the Configuration Window
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The *Override tab* of the Configuration Window.
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This tab would be used when you specifically wanted to override the mass and centre of gravity (CG) of the component.
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Appearance
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^^^^^^^^^^
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Everyone likes something shiny, don’t they? This tab allows you edit the appearance of the component.
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.. figure:: /img/user_guide/basic_rocket_design/05.Body_tube_appearance_tab.png
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:width: 70%
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:align: center
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:figclass: or-image-border
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:alt: The Appearance tab of the Configuration Window
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The *Appearance tab* of the Configuration Window.
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There are two sections here, the **Figure style** section and the **Appearance** section. *Figure style* changes what
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the 2D figure looks like, whereas *Appearance* will change what the 3D model will look like. If you wish to use any
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custom textures or images in your rocket design, you can load those through the **Texture** drop-down menu.
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Comment
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^^^^^^^
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This section does not really need much explanation. If you want to write any comments or notes about your component
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(why you chose the values you did, etc.), then this is the place to do it.
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.. figure:: /img/user_guide/basic_rocket_design/06.Body_tube_comment_tab.png
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:width: 70%
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:align: center
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:figclass: or-image-border
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:alt: The Comment tab of the Configuration Window
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The *Comment tab* of the Configuration Window.
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Now that we have been through all of the tabs of the *Body Tube* component, click the :guilabel:`Close` button. You should now
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notice that the rest of the components are now unlocked in the top right of the *Design window*. This is because all
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component types can be added to a body tube. However, a **Nose cone** should be selected **first** if you are making
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your own rocket.
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Let’s have a look at the full list of components. If you cannot click on the component type, try selecting the
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*Body tube* in the design window in the top left panel of OpenRocket.
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----
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Available Design Elements
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=========================
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As previously mentioned, there are 4 categories to choose components from within OpenRocket. These are split into
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four sections:
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- **Assembly Components**
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- **Body Components and Fin Sets**
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- **Inner Components**
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- **Mass Components**
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.. figure:: /img/user_guide/basic_rocket_design/07.Component_menu.png
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:width: 90%
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:align: center
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:figclass: or-image-border
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:alt: The Component types menu
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The *Component types* menu.
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Assembly Components
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-------------------
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Although called components, Assembly Components are NOT physical parts. Rather, an Assembly Component is an attachment
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point on which the framework of the rocket is built (an Assembly Component is a container for physical parts), and each
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type has features unique to that attachment type. These framework elements are intended to contain physical components,
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and should NOT be left empty. As you will see in the image, the framework types are:
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- **Stage**: Every rocket has at least one stage, which is the basic framework element to which the rocket's physical
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components are attached. A Stage may be renamed, and has override and comment tabs. A stage should NOT be used if empty.
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- **Boosters**: A booster is a framework element to which physical components are attached, and may be used to build
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separate pieces of the rocket, such as a glider. Boosters may ONLY be attached to a body tube, and CAN separate during
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flight from the stage to which a booster is associated. Boosters may be renamed, and have separation, general, override,
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and comment tabs. A booster should NOT be used if empty.
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- **Pods**: A pod is a framework element to which physical components are attached, and may be used to build connected
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pieces of the rocket that are adjacent to the main airframe, such as side motors. Pods may ONLY be attached to a body
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tube, and CANNOT separate from the stage to which a pod is associated. Pods may be renamed, and have general, override,
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and comment tabs. A pod should NOT be used if empty.
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.. figure:: /img/user_guide/basic_rocket_design/08.Assembly_Components_Icons.png
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:width: 50%
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:align: center
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:figclass: or-image-border
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:alt: The Assembly Components submenu
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The *Assembly Components* submenu.
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Body Components and Fin Sets
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----------------------------
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Within *Body Components and Fin Sets* we have 8 component types. These components make up the external and main body of
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the rocket; everything else is inside the rocket. As you will see in the image the component types are:
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- **Nose Cone**: The very tip of the rocket. Usually, you will select this component first.
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- **Body Tube**: As we have seen, the body tube makes up the main section of a stage.
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- **Transition**: A component that usually joins one body tube to another (normally larger) tube.
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- **Trapezoidal** fin: A fin set that is in the shape of a trapezoid.
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- **Elliptical** fin: A fin set that is in the shape of an ellipse.
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- **Freeform** fin: This special kind of fin takes any shape you want. If you add it to your model it will open up a
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design window for you to alter the shape as desired.
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- **Tube Fins** Special fins, typically made from body tubes attached to the outside of the rocket body.
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- **Launch Lug**: This component usually goes on the outside of a body tube and is used while the rocket is on the launch pad.
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.. figure:: /img/user_guide/basic_rocket_design/ComponentBodyAndFins.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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:alt: The Body Components and Fin Sets submenu
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The *Body Components and Fin Sets* submenu.
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Inner Components
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----------------
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Within *Inner Components* we have 5 component types, and these components are all internal. As with *Body components
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and fin sets* we will now run through the list of components.
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- **Inner tube**: This component lets you add tubes to the inside of the main body tube.
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- **Coupler**: Used in multi-stage rockets, a coupler joins two sections together.
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- **Centering ring**: These can be used to support other components (e.g., a motor), in the centre of a larger tube.
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- **Bulkhead**: This is a block of material that forms a stop or barrier between two different areas.
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- **Engine block**: An engine block prevents the motor from moving forward in the motor mount tube.
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.. figure:: /img/user_guide/basic_rocket_design/ComponentInner.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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:alt: The Inner Components submenu
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The *Inner Components* submenu.
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Mass Components
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---------------
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Within *Mass Components* we have 4 component types. They are:
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- **Parachute**: Like any good parachute, this component will stop your rocket from becoming scrap.
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- **Streamer**: Another component for keeping your rocket safe, a streamer creates drag as your rocket falls down to earth.
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- **Shock Cord**: A shock cord secures the nose cone to the body of the rocket so that it isn't lost when the nose is
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blown off to deploy the parachute/streamer.
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- **Mass Component**: This is a block of mass used to adjust the rocket's Center of Gravity (CG). You can name it to
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whatever you want it to represent.
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.. figure:: /img/user_guide/basic_rocket_design/ComponentMasses.png
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:width: 50%
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:align: center
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:figclass: or-image-border
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:alt: The Mass Components submenu
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The *Mass Components* submenu.
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You have now had a brief run through the various components available for use in OpenRocket. The next section will deal with an example rocket.
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----
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*A Simple Model Rocket* Example
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===============================
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In this section we will look at the components used in the *A simple model rocket* example design. To get started, start
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OpenRocket and navigate to the main window. As a reminder it looks like this:
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.. figure:: /img/user_guide/basic_rocket_design/main_window.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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:alt: The OpenRocket main window
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The OpenRocket *main window*.
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Opening Example Designs
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-----------------------
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We'll begin by looking at how to find and load the example rockets within OpenRocket. Recall that this was also covered
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in the *Getting Started* section of this guide, but as a refresher the steps for doing this are as follows:
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- In the main window, click on the :menuselection:`File` menu at the top left.
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- Scroll down to **Open Examples...** open, and expand that menu. Here you will see a list of the available rocket design examples.
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Your screen should now look like this:
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.. figure:: /img/user_guide/basic_rocket_design/OpenExample.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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:alt: Opening an example rocket
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Opening an *example rocket*
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Click on first example, our **A simple model rocket**. A *Rocket configuration* window should appear, with the *Design Name*
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(A simple model Rocket) and *Designer* (Sampo Niskanen) fields populated. The *Comments* and *Revision History* fields
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will be blank. Click :guilabel:`Close`. You should now have successfully loaded the rocket and be able to see a 2D schematic
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in the *Rocket Design* window.
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.. figure:: /img/user_guide/basic_rocket_design/After_complete_design.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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:alt: Bottom half of the Rocket design window
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Bottom half of the *Rocket design* window.
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Components used in *A simple model rocket*
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------------------------------------------
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Now we will have a quick look through the components used in the example rocket. If you look towards the top left of
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the **Rocket Design** window you will see that there is a tree of components shown. By default they should all be fully
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expanded. If not, do so now.
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.. figure:: /img/user_guide/basic_rocket_design/Structure.png
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:width: 50%
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:align: center
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:figclass: or-image-border
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:alt: Top left-hand portion of the Rocket design window
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Top left-hand portion of the *Rocket design* window.
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This image shows *A simple model rocket* at the top, followed by the **Sustainer**, which is *Stage 1* of the rocket.
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If we look at the first component in the *Sustainer* stage we see that it is the nose cone. Double click on that now.
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This will bring up the *Nose cone configuration* window.
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.. figure:: /img/user_guide/basic_rocket_design/ConfigNose.png
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:width: 80%
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:align: center
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:figclass: or-image-border
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:alt: Nose Cone Configuration Window
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Nose Cone Configuration Window.
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As we have already examined the *configuration window* we will not repeat ourselves here. However, you will see that in
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this example we have used an **Ogive** nose cone with a *Shape parameter* of 1.0. If you read the description of the
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component to the right in the configuration window, you will discover that a value of 1.0 produces a **tangent ogive**.
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Moving down the window, you will see that the **Nose cone length** has a value of 10, the **Base diameter** has a value
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of 2.5, and the **Wall thickness** has a value of 0.2. All of these parameters have been set, in this example, to use
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centimeters (**cm**) as their unit. You should also see that this component is using **Polystyrene** as its material
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with a **Regular paint** finish. As you can see, the material has a density of 1.05 grams per centimeter cubed, and the
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paint is 60.0 micrometers thick. In the bottom left, the component *weight* is currently 13.2 grams. Go ahead and play
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around with the sliders to see how the component changes, and then change them back when you are finished.
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If you move over to the *Shoulder* tab, you'll be able to see the size attributes of the shoulder. Again, you can play
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around with the sliders if you want--as long as you change them back to the original settings when you are finished.
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For reference these are **2.3, 2.0** and **0.2** centimeters, respectively. Also have a look through the rest of the
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tabs to see what has been selected. The only other thing to note is that the appearance has been customized. If you
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were to change to the **3D Finished** view type, you will see how the finished model looks.
|
||
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Moving on to the *Body tube*, you can access its various attributes by double-clicking on it in the *Rocket design* window.
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Note how its various attributes have been set to create the current size. This is all fairly straightforward and as we
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have already looked into the various components earlier, we will not go into great detail here.
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Note the eight other components that have been placed onto the *Body tube*. In descending order these are:
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- **Trapezoidal fin set**
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- **Inner Tube**
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- **Centering Ring**
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- **Centering Ring**
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- **Shock Cord**
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- **Parachute**
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- **Wadding**
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- **Launch lug**
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The *Inner Tube* in this design is used as a motor mount. You will see this if you go to the **Motor** tab in the
|
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*Inner Tube configuration* window. This means that a motor has been fitting into this piece. Upon inspection we can
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see that the current motor name is displayed in the **Flight configuration** drop-down list, on the right side of the
|
||
main OpenRocket window. You can open this drop-down menu to select other motors that are available for use in this
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simulation, as well as the other example simulations that you will see on the *Flight simulation* tab.
|
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The ninth component is place inside the *inner tube*. This is the engine block. If you look at the schematic of the
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rocket you will see that this is placed in front of the grey rectangle, which is the motor. To quickly address some of
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the other components, you will note that the recovery method used in this rocket is a *Parachute*: the red dashed
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||
rounded-rectangle near the nose cone of the rocket. Along with the parachute we have a *Shock cord*, which (as was
|
||
discussed earlier) prevents loss of the nose cone upon deployment of the recovery system. This is shown as a long, black,
|
||
dashed rounded-rectangle in the same general area as the parachute. The other black, dashed rounded-rectangle box is the
|
||
*Wadding*, which is a mass component and is used here to bring the centre of gravity forward towards the nose.
|
||
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||
We have now looked through the components used within the simple model rocket example. If you would like to see other
|
||
available components, see **Appendix A**. Now that we are familiar with what makes up the rocket we will go ahead and
|
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build one from scratch!
|
||
|
||
----
|
||
|
||
Building *A simple model rocket*
|
||
================================
|
||
|
||
In this section we will build up the example model from scratch. After you have completed this process, you should be
|
||
able to apply what you've learned in order to make any basic rocket you want. So let’s begin...
|
||
|
||
Open a new project window so that everything is blank. The following are the steps that you will follow to create the rocket.
|
||
|
||
1. **Select the nose cone**. Change its type to **Ogive**, if that isn't already selected. Make sure that *Shape parameter*,
|
||
*Nose cone length*, *base diameter*, and *Wall thickness* values are set to **1.0**, **10.0**, **2.5** and **0.2**, respectively.
|
||
The units are centimeters by default, so we should not need to change these. Finally, change the *Component material* to **Polystyrene**.
|
||
|
||
2. Next, while still in the *Nose cone configuration* window, move to the *Shoulder* tab. Change the diameter to **2.3**, the length to **2.0**, and the thickness to **0.2**. Also, check the **End capped** box.
|
||
|
||
3. The last thing we have to do with the nose cone is to change its *Appearance*, so switch to that tab now. Leave the *Figure style* section unchanged but under the *Appearance* section, change the colour to one lighter than black. (Or to whatever you want, go crazy!) Then adjust the shine to 50%. That is all we need to change for now.
|
||
|
||
You should now see this in the view area at the bottom of the main OpenRocket window:
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/NoseComplete.png
|
||
:width: 80%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Nose Cone
|
||
|
||
Nose Cone
|
||
|
||
4. Next, add the *Body tube*. The measurements for *length*, *outer diameter*, *inner diameter*, and *wall thickness*
|
||
are **30.0**, **2.5**, **2.3**, **0.1**, respectively. Note that it may be easier to enter the last two manually rather
|
||
than use the spin boxes or sliders. Leave the **Automatic** and **Filled** boxes unchecked. The material should remain
|
||
**Cardboard** and the finish should be **Regular Paint**. The only other thing you should change here is the appearance,
|
||
but we'll leave that to you as an exercise.
|
||
|
||
You should now have this:
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/BodyComplete.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Nose Cone and Body
|
||
|
||
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 it’s highlighted
|
||
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**.
|
||
That’s all we need to do in this tab. Now move to the *Appearance* tab and customize to your preference.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/FinsComplete.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Nose Cone, Body, and Fins
|
||
|
||
Nose Cone, Body, and Fins
|
||
|
||
6. The next component we need to add is the **Inner tube**. Once again highlight the body tube and then click on the
|
||
:guilabel:`Inner tube` component button. There are a couple of attributes we should change here. First, increase the *Length* value
|
||
to **7.5**. Also, increase the *Plus* value to **0.5**. Leave everything else the same.
|
||
|
||
Now go to the *Motor* tab. There are a few things we need to add here. To start, check the *This component is a motor mount*
|
||
checkbox. This will allow us to add motors. The next few steps may seem complicated but do not be daunted by them. First,
|
||
we will deal with the easy part: Increase the *Motor overhang* to **0.3**. Now click the :guilabel:`Close` button to close the
|
||
*Inner Tube configuration* window.
|
||
|
||
.. _motorconfig:
|
||
|
||
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.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/MotorConfigs.png
|
||
:width: 95%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Motors & Configurations window
|
||
|
||
Motors & Configurations window
|
||
|
||
Left-click in the *Inner Tube* column, and then click the :guilabel:`Select motor` button just below the open panel on the right
|
||
of the screen. The *Select a rocket motor* window now appears:
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/MotorSelection.png
|
||
:width: 95%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Motor Selection window
|
||
|
||
Motor Selection window
|
||
|
||
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 :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.
|
||
- In the *Ejection charge delay* field at the top left, enter the value **3**.
|
||
|
||
Now click the :guilabel:`OK` button at the lower right corner of the window.
|
||
|
||
If everything went to plan, you have successfully added the **Estes A8-3** motor to your rocket. Now repeat these steps
|
||
for the following motors, using a *New Configuration* for each new motor you add:
|
||
|
||
- **Estes B6-4**
|
||
- **Estes C6-3**
|
||
- **Estes C6-5**
|
||
- **Estes C6-7**
|
||
|
||
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,
|
||
change the *Position relative to:* **Top of the parent component**. The last change we will make is to increase *plus*
|
||
to **0.2**. That is all we have to do for this component.
|
||
|
||
Your rocket should now look like this:
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/EngineBlockCompleted.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added the Engine Block
|
||
|
||
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 :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
|
||
*plus* to **-4.5**. Also, add the same comment as for the first ring.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/CenteringRings.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added Centering Rings
|
||
|
||
Added Centering Rings
|
||
|
||
9. The next component we will add is the **Shock cord**. As usual, make sure the *Body tube* is selected before adding
|
||
the shock cord component. After it has been added change the *Plus* value to **2**, *Packed length* to **5.2**, and
|
||
*Packed diameter* to **1.2**. Again, we will add a comment to this component. Enter the following line to the *Comment*
|
||
section: **The shock cord does not need to be attached to anything in particular, as it functions only as a mass component.**.
|
||
Click the :guilabel:`Close` button to close the window, as the shock cord has now been completed.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/ShockCordComplete.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added Shock Cord
|
||
|
||
Added Shock Cord
|
||
|
||
10. Now we need to add the **Parachute**. With the body tube highlighted, add a parachute component. Change *Plus* to
|
||
**3.2**, *Packed length* to **4.2** and *Packed diameter* to **1.8**. That is everything we need to do to the parachute.
|
||
Click :guilabel:`Close` to close the window. You can see what your rocket should now look like below.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/ParachuteAdded.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added Parachute
|
||
|
||
Added Parachute
|
||
|
||
11. The second-to-last component to add is a **Mass Component**. Go ahead and add one to the body tube now. Adjust the
|
||
*Mass* to **2** grams (g), the *Approximate density* to **0.16** g/cm^3, the *length* to **3.0**, the *diameter* to
|
||
**2.3** and finally the *Plus* value to **8.0**. It may be easier to enter these manually. The last thing you have
|
||
to do is to rename it from ‘Unspecified’ to **Wadding**. Leave everything else as it is and click the :guilabel:`Close` button.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/AddedMass.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added Mass
|
||
|
||
Added Mass
|
||
|
||
12. Almost done! One final component left to add: the **Launch lug**. Add this to the body tube now. Change the *Length*
|
||
to **3.5**, the *Outer diameter* to **0.7**, and the *inner diameter* to **0.5**. Leave the *Thickness* as it is.
|
||
Also, change the *Radial position* to **19** degrees. Click :guilabel:`Close`.
|
||
|
||
.. figure:: /img/user_guide/basic_rocket_design/LaunchLugAdded.png
|
||
:width: 90%
|
||
:align: center
|
||
:figclass: or-image-border
|
||
:alt: Added Launch Lug
|
||
|
||
Added Launch Lug
|
||
|
||
And that’s all there is to it. You have just completed building your first rocket within OpenRocket! From here you can
|
||
use what you know to create more rockets, or you can proceed to the next section of the User Guide:
|
||
:doc:`Basic Flight Simulation </user_guide/basic_flight_simulation>`. Have fun!
|
||
|