Getting Started

In this section we have a look at how OpenRocket is organized, by analyzing in detail the structure of the user interface. We will also briefly mention the Example projects that are accessible from the File menu. After reading this section you will have a thorough understanding of how OpenRocket is structured, and will be ready to start designing a rocket of your own. If you already know how this program is organized, feel free to jump to Basic Rocket Design, the next section.


The User interface

The OpenRocket user interface is divided horizontally into four sections:

  • Main Menu (green)

  • Task Tabs (black)

  • Rocket Design, Motors & Configuration, and Flight Simulation Pane (red)

  • Rocket Views Pane (blue)

../_images/2023.01.Guide.User_Interface.png

UI of OpenRocket divided into four

Task Tabs

The windows shown below utilize the A simple model rocket example included with OpenRocket.

Rocket Design

../_images/01.02.Rocket_Design.Tab.png

The Rocket Design tab is divided into three sections:

  • (Left) The Component tree: A tree view of the components that make up the rocket.

  • (Middle) Component action buttons: Buttons to for instance edit, move, or delete the currently selected components.

  • (Right) Component addition buttons: Buttons to add new components to the rocket.

The components available in OpenRocket are divided into four classes based upon component function:

  1. Assembly Components

  2. Body Components and Fin Sets (external components)

  3. Internal Components

  4. Mass Components (which include electronics and recovery components)

Components are “greyed out” until it would be appropriate to add that component type to the currently selected component in the component tree. For example, if you selected a fin set component in the component tree, then the nose cone component button will be greyed out, because you can not add a nose cone to a fin set. As components are added, you will see the component tree (on the left side of the window) grow with each component added.

Motors & Configuration

../_images/02.02.Motor-Configuration.Tab.png

The Motors & Configurations tab is where you select motors, recovery events, and stage timing. Motor configuration options include:

  • New Configuration: Create a new flight configuration

  • Rename Configuration: Rename the currently selected configuration

  • Remove Configuration: Remove the currently selected configuration

  • Copy Configuration: Copy the currently selected configuration

With a specific configuration selected, you may:

  • Select motor: Choose a motor from the motor database for the currently selected motor mount.

  • Remove motor: Remove the currently selected motor from the motor mount.

  • Select ignition: Set the motor ignition timing for the current motor.

  • Reset ignition: Reset the motor ignition timing for the current motor to the default values.

Flight Simulations

../_images/03.02.Flight_simulations.Tab.png

The Flight Simulations tab is where you manage and run flight simulations and flight simulation plots. From here, you can add new simulations, or edit, run, or delete existing simulations. Select a single simulation, and you can even plot and export the simulation results.

Rocket Views

The windows shown below utilize the A simple model rocket example included with OpenRocket.

Top/Side/Back View

The Top View, Side View, and Back View are line drawings, similar to a blueprint that shows all of the rocket components and the placement of those components. Almost all of your design work will take place in the top, side, and back views.

../_images/Getting_Started.Rocket_Views.Top_View.jpg

Top view.

../_images/Getting_Started.Rocket_Views.Side_View.jpg

Side view.

../_images/Getting_Started.Rocket_Views.Back_View.jpg

Back view.

3D Figure/3D Unfinished

The 3D Figure and 3D Unfinished view allow you to look through the rocket’s exterior to view many of the interior components. These views can help you more clearly see the relationship between the placement of different components inside the airframe.

../_images/Getting_Started.Rocket_Views.3D_Figure.jpg

3D Figure view.

../_images/Getting_Started.Rocket_Views.3D_Unfinished.jpg

3D Unfinished view.

3D Finished

The 3D Finished view shows you what the rocket will look like when finished. OpenRocket allows you to select component colors, inside and outside of outer tubes, right side or left side of fins, and even creating transparent components, all with or without decals (transparent or opaque).

../_images/Getting_Started.Rocket_Views.3D_Finished.jpg

3D Finished view.

Become Familiar with OpenRocket

For new users of OpenRocket, before attempting to create your own custom rocket design, it is strongly recommended that you become familiar with the OpenRocket user interface and generally accepted rocket design principles by opening and looking at how an example is assembled, making changes to the example, and understanding how to simulate flights.

The example designs are found here:

../_images/2023.01.Open_Example.png

Where to find the example design files.

OpenRocket currently includes the following example designs:

  • “Standard” designs:
    • A simple model rocket: A basic rocket design. This is a good starting point for new users. The design contains all the elements of a standard rocket design, including recovery and experimentation with different motors.

    • Two-stage rocket: A two-stage rocket design

    • Three-stage rocket: A three-stage rocket design

    • TARC payload rocket: Demonstrates payload and booster sections with individual recovery systems deployed by motor ejection. TARC = Team America Rocketry Challenge

    • 3D Printable Nose Cone and Fins: A rocket design to test exporting the nose cone and fins to an OBJ file for 3D printing.

  • “Advanced” designs
    • Airstart timing: Demonstrates the effect of different airstart timings on overall altitude.

    • Base drag hack (short-wide): Demonstrates the application of the “base drag” hack to adjust the center of pressure for a short-wide rocket, one with a length to diameter ratio of less than 10:1.

    • Chute release: A simple model rocket example adapted to use an electronic chute release.

    • Dual parachute deployment: A standard fiberglass zipperless dual deploy rocket.

    • Clustered motors: A rocket design with clustered motors.

    • Parallel booster staging: Demonstrates parallel booster staging.

    • Pods–airframes and winglets: Demonstrates two uses of pods, both for the traditional “wing pods”, and also using a phantom body tube to implement “fins on fins” for the horizontal stabilizer.

    • Pods–powered with recovery deployment: Demonstrates the use of pods for powered recovery deployment.

  • Designs using advanced simulations, such as extensions and scripting - Simulation extensions: Demonstrates active roll control and air-start using simulation extensions. The main fins are slightly misaligned, which causes roll to occur. - Simulation scripting: Demonstrates active roll control and air-start using simulation extension written in JavaScript.


The Basics of Using OpenRocket

Rocket Configuration

To build your first rocket, start OpenRocket, then double click the Rocket label at the top of the component tree to open the Rocket configuration pop-up window. OpenRocket allows you to name your design, identify the designer, make comments, and create a revision history.

The default design name is Rocket, but that name can be changed, and a design name change also changes the name of the rocket shown on the component tree. So, rename your design and enter the designer, comments, and revision history information you desire.

  1. Double-Click Rocket in the component tree

    ../_images/04.01.02.Rocket_Configuration.png

    Open the rocket configuration window.

  2. Rename Rocket

    ../_images/04.01.05.Rocket_Configuration.Rename.png

    Change the name of your rocket.

Adding External Components

Now it’s time to start putting together components to build the rocket design. The generally accepted way of putting together a rocket design is from top to bottom, from nose to tail. So, we’ll add the nose cone first.

Adding a Nose Cone

With the Stage selected, click on the Nose Cone button and the Nose Cone configuration window will pop up. Then, click the Parts Library button on the top-right of the configuration window. This will open a new window, the Component preset window. From here, you can select a nose cone from a list of built-in nose cone presets from various manufacturers. Select the nose cone shown below, and click the Close button to close the Nose Cone configuration window.

../_images/11.01.03.Rocket_Build.Nose_Cone.png

Adding a nose cone to the rocket.

../_images/Getting_Started.Components.Nose_Cone.Parts_Library.Highlighted.jpg

Click the Parts Library button (top-right in the nose cone configuration window) to select a nose cone from the parts database.

../_images/Getting_Started.Components.Nose_Cone.jpg

The nose cone has been added to the rocket.

Congratulations, you’ve just added your first component! 🎉

Adding a Payload Bay

Next, we will add a payload bay after the nose cone. To do this, with either the Stage or Nose Cone selected, click on the Body Tube button and the Body Tube configuration window will pop up. Like with the nose cone, click Parts Library to open the Component preset window. Select the body tube shown below, and click the Close button to close the Body Tube configuration window.

../_images/11.02.01.Rocket_Build.Payload_Bay.png

Adding a payload bay to the rocket.

../_images/11.02.05.Rocket_Build.Payload_Bay.png

Selecting a body tube from the parts database.

../_images/11.02.06.Rocket_Build.Payload_Bay.png

The payload bay has been added to the rocket.

Adding a Transition

Transitions are most often used to connect body tubes with different diameters. But, a transition can also be used to connect two body tubes of the same diameter, as will be done here.

To do this, with either the Stage or Payload Bay selected, click on the Transition button and the Transition configuration window will pop up. The default Transition Configuration tab is the General tab. On this tab, change your entries in the circled areas below to match the entries shown. Then, click the Shoulder tab, and change your entries in the circled areas below to match the entries shown. Then, click the Close button.

../_images/11.03.01.Rocket_Build.Transition.png

Adding a transition behind the payload bay.

../_images/11.03.06.Rocket_Build.Transition.png

Setting the transition parameters in the General tab and Shoulder tab.

../_images/11.03.07.Rocket_Build.Transition.png

The transition has been added to the rocket.

Adding a Body Tube

Now, do what you did to add the Payload Bay, above, but select this body tube from the parts database:

../_images/11.04.01.Rocket_Build.Body_Tube.png

Add another body tube, behind the transition, and select it from the parts database.

../_images/11.04.02.Rocket_Build.Body_Tube.png

The body tube has been added to the rocket.

Adding Fins

The bottom component are the fins. OpenRocket offers four types of fins, Trapezoidal, Elliptical, Free Form, and Tube Fins. For this design, Trapezoidal fins will be used.

With the Body Tube selected, click on the Trapezoidal fins button and the Trapezoidal Fin Set configuration window will pop up. On your default General tab, change your entries match the entries shown. Then, click the Close button.

../_images/11.05.01.Rocket_Build.Fins.png

Add Trapezoidal fins inside the second body tube.

../_images/11.05.02.Rocket_Build.Fins.png

Fin set configuration window

Fins attach to another component, in this case the Body Tube. As circled below, the fins are shown underneath the Body Tube on the component tree.

../_images/11.05.03.Rocket_Build.Fins.png

Trapezoidal fin set added to the rocket.

Adding a Launch Guide

OpenRocket includes two styles of launch guides, Rail Buttons and a Launch Lug. Because of the diameter of the body tube, a Launch Lug will be used for this design. As with fins, launch guides attach to another component, in this case the body tube.

You should now be able to open the Launch Lug configuration window without assistance. So, open your Launch Lug configuration window, and change the specifications to match those shown below.

../_images/11.06.02.Rocket_Build.Launch_Lug.png

Launch lug configuration window.

../_images/11.06.03.Rocket_Build.Launch_Lug.png

Launch lug added to the body tube.

Adding a Parachute and Shock Cord

Next we will add a Parachute and Shock Cord to the rocket for recovery. Select the body tube and add a Parachute and Shock Cord. The parachute and shock cord attach to the body tube.

../_images/11.07.03.Rocket_Build.Parachute.png

Parachute parts library (left) and configuration window (right).

../_images/11.08.01.Rocket_Build.Parachute.png

Shock cord configuration window.

../_images/11.08.02.Rocket_Build.Parachute.png

Parachute and shock cord added to the body tube.

Adding an Engine Block

../_images/11.09.01.Rocket_Build.Engine_Block.png

Engine block configuration window.

../_images/11.09.02.Rocket_Build.Engine_Block.png

Engine block added to the body tube.

Viewing Your Design

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.

../_images/11.06.03.Rocket_Build.3D_Unfinished.png

3D Unfinished view (body tubes are semi-transparent so that the internal components become visible).

../_images/11.06.04.Rocket_Build.3D_Finished.png

3D Finished view (what your final build would look like).


Adding Appearance Settings

If you want your OpenRocket design to visually resemble what you want to build, you can change the appearance of the components. When changing Appearance settings, it is best to be in the 3D Finished pane so that you can see the changes that you are making. So, let’s start by changing the view to 3D Finished.

Changing Color

The first change that will be made is to select the color for and change the color of the nose cone. Double-click on the nose cone in the parts tree to open the Nose Cone configuration window, then select the Appearance tab.

../_images/12.10.01.Rocket_Build_Appearance.Nose_Cone.png

Nose cone Appearance tab in the configuration window.

Now, uncheck the Appearance Use default box. Then, Click on the Color box to open the Choose color window. Select the color of your choice (purple will be used here). Click OK to use your selection, then Close the Nose Cone configuration window.

../_images/12.10.05.Rocket_Build_Appearance.Nose_Cone.png

Changing the nose cone color.

../_images/12.10.06.Rocket_Build_Appearance.Nose_Cone.png

Nose cone color changed.

Repeat those steps for the Transition, Body Tube, Trapezoidal Fin Set, and Launch Lug; body tubes, launch lugs, and fins also have a Texture that will need to be set to none.

../_images/12.10.07.Rocket_Build_Appearance.Nose_Cone.png

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 Texture to <none>`. Then, click on the Color box to open the Choose color window. Click on a light blue color (the box shown with the X below), then click OK. Now, set the Opacity to 20% and close the Payload Bay configuration window, and you have a transparent payload bay.

../_images/12.10.11.Rocket_Build_Appearance.Nose_Cone.png

Change the color of the payload bay to light blue and lower the opacity to 20%.

../_images/12.10.12.Rocket_Build_Appearance.Nose_Cone.png

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.

../_images/12.10.13.Rocket_Build_Appearance.Decal.png

Save this decal image on your computer.

With the decal saved to your device, you’re ready to start.

Select Decal from File

Open the Payload Bay configuration window and select the Appearance tab. Click on the Texture type to activate the selection drop-down, and select From file…. Now, navigate to where you saved the decal, and select it.

../_images/12.10.16.Rocket_Build_Appearance.Payload_Bay.Decal.png

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 Scale and Offset x and y values to those shown below.

../_images/12.10.19.Rocket_Build_Appearance.Payload_Bay.Decal.png

Change the Repeat type and set the x and y Scale and Offset values.

../_images/12.10.20.Rocket_Build_Appearance.Payload_Bay.Decal.png

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.

../_images/12.10.21.Rocket_Build_Appearance.Fins.png

Save this decal image on your computer.

../_images/12.11.03.Rocket_Build_Appearance.Fins.png

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.

../_images/12.11.11.Rocket_Build_Appearance.Fins.png

Change Appearance of Fin #2 and Fin #3

../_images/12.11.12.Rocket_Build_Appearance.Fins.png

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 Task tabs in the UI, select the Motors & Configuration tab. Then, make sure that the correct motor tube is selected on the left in the Motor mounts list before clicking New Configuration.

../_images/12.12.02.Rocket_Build.Motor.png

Adding a new flight configuration in the Motors & Configuration tab.

When you click New Configuration, the Motor Selection window opens. For this example, select the Estes D-12-7, then click OK.

../_images/12.12.03.Rocket_Build.Motor.png

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.

../_images/12.12.05.Rocket_Build.Motor.png

Select the D-12-7 as the Flight Configuration.

Flying in Photo Studio

Are you ready to see your rocket fly? Then, open Photo Studio from the Tools menu.

../_images/12.12.01.Rocket_Build.Photo_Studio.png

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.

../_images/12.12.02.Rocket_Build.Photo_Studio.png

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 Effects tab and enable the Flame effect.

../_images/12.12.03.Rocket_Build.Photo_Studio.png

Now, play around with the settings to your heart’s content!