Positioning Fuselage Cross-Sections


Fuselage cross-sections are positioned in X, Y, or Z along the component body axes relative to the design length parameter. This tutorial demonstrates how to enter cross-section positions when using a monotonic design policy by entering either a relative or absolute distance along the body.

Adding or Removing Fuselage Cross-Sections


Best practice with Fuselage components is to use as few cross-sections as necessary to achieve the desired shape and to leverage Skinning to create smooth, continuous curves. Cross-sections are typically placed at inflection points, at body section breaks, or at locations where Skinning alone will not achieve the desired shape. This tutorial demonstrates how to insert or remove Fuselage component cross-sections.

Fuselage Introduction


The Fuselage is one of the fundamental components in OpenVSP and is obviously useful in modeling aircraft fuselages as the name implies. However, the uses of this powerful component are not limited to aircraft fuselage-like bodies. A Fuselage component is also equally useful in modeling rockets and launch vehicles, ballistic or powered projectiles, entry vehicles, nacelles, engine internals, nozzles, wind tunnels, pipes, tubes, pins, and rods… the applications are as numerous as they are varied.

One of the more common applications is to model an aircraft fuselage when the total fuselage length is known and the cross-sections are placed relative to that total length. For example, in an aircraft three-view drawing, typically the fuselage length is given but the dimensions of individual cross-sections are not.



Fuselage Introduction
Adding or Removing Fuselage Cross-Sections
Positioning Fuselage Cross-Sections
Rotating Fuselage Cross-Sections
Changing the Fuselage Cross-Section Type
Fuselage Caps
Loop Fuselage Design Policy
Free Fuselage Design Policy

Other Subjects:

Getting Started
General Component Information
Introduction to the Basic Modeling Process
Bodies of Revolution
Conformal Bodies
Human Mesh
Cross-Section Details
Skinning, Blending, and Section Modification
Meshes and Point Clouds