Thanks! This is exactly the sort of stuff I imagined myself doing when I first heard about the game and you told me what it was capable of (i.e. persistent missions). It feels great to have all that KSP knowledge and experience under my belt so that I can do stuff like this now. It's crazy how much it took, from those first tutorials you wrote up for me, to eventually docking, to getting enough experience with the game to be comfortable designing things like this
That's the 5th ship that's currently en route to Jool with a new booster stage, 8 new relays, a part of a return ship for 4, and a Jool Fuel Refinery expansion that will make refuelling easier.
My rig was decent when I first got it a couple years ago, but I guess it's still pretty good! I see some slow downs but it's reasonable.
I don't have much experience with electric propulsion or RTGs. I haven't used them at all. Your missions sound intriguing, time to read your next post
I drain the oxidizer out before launch. I've played this whole career mode 100% stock, no mods, with 1 exception - I used hyperedit to test the Tylo and Laythe booster stages and the Zeus lander.
It is a bit annoying about the fuel/oxidizer, and I wish you could replace stuff in stock, but I just go with it I guess, at least for this playthrough.
It works way better than I expected. It's basically the exact same booster that works on both Tylo and Laythe, the only difference is that the Laythe booster has parachutes. I managed to make it work with the lander on both moons without doing any math. A half-arsed approach to engineering that worked out better than expected. The engines for the booster had to be radial, so that I could easily dock the booster stages to other things, so the next step was sort of an Engineering necessity - put them up high.
I am slightly fascinated by the completely different approach you have for stuff in your last post. I tend to overengineer everything and rely on certain dynamics that I am now very familiar with. Maybe it's time to experiment a bit