Alright, I made all the changes you recommended, excluding the asparagus staging thing. I easily made it into orbit with enough fuel to make a whole bunch of orbit corrections.. Everything seemed a lot more stable and I could really crank my engines. A lot easier to control than the previous version!
See, just minor changes. You made a good design!
The struts I'm still not too sure about, but I made it work. First I removed all radial decouplers except one at the top, like you said.. except that I also left one at the bottom. That allowed me to place fuel tanks one by one, and easily snap them into place. Then I added a bunch of random EAS-4 strut connectors in between and it's incredibly stable.. It doesn't look symmetric, but it works very well.
Did I do that right? Are there better ways? You said to just leave one decoupler but the way I did it seemed to make it a lot easier so I went with that. Getting things to snap into place seems to be a pain sometimes and every once in a while things just get fused into things.. So if something works, I tend to go with it.
Oh dude, just use whatever works, don't worry about little details. It seems like you got it right so any little changes aren't worth fussing over - they won't affect your rocket's performance anyways.
As for the symmetry, are you using the symmetry button in the bottom left corner? It's a little circle with a dot in it. If you click it, it will cycle through different patterns, these represent double symmetry, triple symmetry and so on. This means if you have double symmetry selected, if you add a part to the side, an exact duplicate is also added to the opposite side. This cuts down on asymmetry and makes it easier. You can also cycle through these symmetry options with the X key.
But if it's all holding up very well, I wouldn't worry about it too much.
Also, pressing Control and Z will undo a misclick mistake, it may take a second to load though.
Anyway, I have 2 questions now:
Which docking port should I be using? I want to leave something in orbit and then launch again to try to dock with it. What sort of compatibility issues are there with the different types of docking ports I can use?
You have to use the same ports to connect. So Clamp-O trons attach to Clamp-O trons and Clamp-O tron Jr's. attach to Clamp-O tron Jr's.
The Clamp-O trons allow you to transfer fuel and monopropellent (RCS fuel) while the Clamp-O tron Jr's don't. So I don't use the Jr's, but I *think* they are the only ones that attach to the 1 kerbal pod (which I also never use).
Anyways, there is also a covered Clamp-O tron. It's cool looking and it attaches to regular Clamp-O trons (it is just a regular Clamp-O tron with a covering - it doesn't attach to a Clamp-O tron Jr). To open the shroud that covers it, right click on it while in space and press the blue button that says deploy or open or something.
2nd question: If I were to implement to asparagus staging thing, how great would the benefits be?
Pretty big. You could either lift heavier stuff, go faster, go higher or some combination of the three. It's very helpful, though the performance boost is bigger on bigger rockets. You might not see a huge boost for your design, but as you move on to bigger rockets, you almost
have to move to asparagus staging.
Okay, I re-read what you wrote about the vegetable staging implementation very carefully, and
1. You said it will give me a dramatic improvement in efficiency
2. It seems simple enough to implement.
I'm doing it, then worrying about docking with stuff
I can also see why it works.. How far can you take the concept?
My standard launcher has the payload up top, with two stacked orange tanks below it for the central core.
Surrounding the core is 8 core boosters, each with two orange tanks. To attach eight large tanks radially like this, you have to place either two or three radial decouplers (depending on which type I use) on top of each other to give enough space between all the tanks or they overlap.
The decoupler stacks kind of look like: I}}I (the left I is the central core, the right I is a side booster. The two }} are the two decouplers stacked on top of each other.
This launcher has allowed me to do some cool stuff such as:
*Placing another orange tank on top of the launcher with a capsule/manuevering system on top of that. I delivered the orange tank (fully fueled!) to my space station to allow me to use the station as a fuel depot. This is huge, because I don't have to launch a tank that I'm also using to fuel my launcher, which means you have to launch more tanks to fill the empty tank you delivered. I just delivered full tanks, ready to be used, four times to my space station. Pics of it are few pages back.
*I launched a Munar lander with 2 complete, autonomous rovers attached to the side of it. When I landed the lander, I dropped off the two rovers (they are very large too) to go exploring a crater and look for easter eggs like the Monolith on the Mun, the Neil Armstrong monument and the Munar arches. Then, I flew the lander back home.
*I launched a massive Munar base to make a precision landing at the Mun near the rovers. It has room for 18 Kerbals and it has wheels so I can drive it around. It also has 4 docking ports so I can add new modules to the base. Then, I left 2 kerbals at the base and put the third one in an escape capsule that I had placed at the top of the base. I detached the escape capsule and sent it back to Kerbin. All of that went to the Mun in one piece.
Now, I am bragging a little, but seriously, all of these things were possible due to asparagus staging. It would not be possible without asparagus staging. I mean, I could've had done those things by launching smaller pieces on multiple launches, but the big mega rocket I use really saves me time and effort.
edit: Eh, okay, this is kind of stupid, but I'm having problems with the grouped decouplers. Whenever I try to separate them into different groups I can't get it so that I can just move one.. can't seem to ungroup them either.. and in the end a group of 3 or 4 always ends up just floating there, where I can't drag them into any category and I have to quit out of the screen and reload.
I'm going to go through the key bindings list to see how I can ungroup, but maybe you have some suggestions about how to approach that
Let's say you have a group of four decouplers in the stage list on the right. You want to click on just one and move it to another stage. Click the icon, this should expand it to show all four icons in the group. Now, they are all highlighted, so even if you grab one and try and move it, they will all move with it. So expand the list, then click off to the side of the list (you don't have to click on anything in particular, you are just clicking off to the side to de-highlight the whole group). Now you can grab the one piece in the group that you want and move it. When you click to grab it though, click and hold while you move it or the whole thing resets.
I think this answers your question, let me know if I misread you. (I usually only have hanging icons when I have physically detached a part of the rocket, maybe this is your problem? To change staging, don't try and move the actual parts, move the icons on the right - sorry, I'm not sure what the issue is)
You can also add or delete new stages in the list by clicking the + and - buttons. It's also helpful to know that the staging list in the VAB only bears some resemblance to the actual set up of the rocket, it can be changed without having to make the rocket in a special order. Though you have to be careful because you can accidentally set a rocket to fire when the stage below it hasn't broken off.
One last tip on staging:
For stages that are directly atop another (like the Core 1 and Core 2 stage in the second drawing I posted earlier), you can place the engines from Core 2 in the same stage as the decoupler that separates them. What this means is that when you press space bar, both the decoupler will fire and the engine that causes Core 2 to keep on going will fire at the same time. This saves you from having to press spacebar twice and also helps separate the spent stage from the rest of the launcher.
Is all this as clear as mud?