I think I am getting the hang of it.
I did some editing of the LG door and surrounding airplane skin, to open up the opening. Then I drew the drag struts and connected them to the fuselage with a hinge, and to the LG bogie with a ball joint. Worked FIRST TIME!!!!

Then SU crashed, and I had to start much of it over from the autosave copy.
SU has been crashing a lot lately as I am playing a lot with joints. It seems to crash about 4 hours into my playtime. I've now learned if SU crashes, I need to reboot my PC to clear the crap out of RAM, otherwise SU will crash again soon after reloading the file.
When playing with SP, SAVE OFTEN!!!! Or keep the autosave running on short intervals.
Anyway, it's NOT posted here yet, because I had a dimension error in the strut, so it looks real weird when running. But it does do what I want it to do. I'll fix that and post it later.
My process flow as above seems to work.
Rule #1: Best to put the joints on the moving parts, as Chris suggested. I've tried both ways now, and the new way is far less problematic as you get deeper into the model.
Now the following may not be entirely true for the newer capsule joints, but I haven't had time to test them yet.
Step 1) Make your moving part, and group it, including any other parts attached to it.
2) Set the shape of the moving part appropriately.
I have found that Convexhull is great for anything that cannot be adequately defined by the geometrical shapes (box, cylinder, etc)
3) Attach a joint to the part.
3) Connect the joint with the Joint Connector, first clicking on the joint, then CTRL-Click on the moving part.
4) CRITICAL: Group the joint and the moving part group.
5) With the Joint Connector, click on the joint and then CTRL-click on the stationary group.
Do not group these.
If your moving part is connected at the other end to another moving part (chain linked), you have a choice. You can put the joint on either part.
If you chose the other part, do as above steps 1 - 5.
If you chose to put the joint on the first moving part, you need to UNGROUP (explode; not edit) the part and the first joint, place the second joint, connect the second joint to the part, then regroup both joints and the part. Only then connect the second joint to the second part, but DO NOT group them.
This way, the whole assembly can be as complex as you want, and the joints/parts are easily edited. Again, if you have a main part with other moving parts hanging off it, put all the joints on the other moving parts hanging off it.
One other thing I have noticed. If you need to edit a part where the joint is attached, ie: lengthen it at that end, explode the joint/part group, DELETE the joint, make the edits, and then replace the joint, regroup and reattach as new. Editing a part which may move the joint in place will cause problems.
More later. I feel a whole lot better now.
jgb