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And there are a lot of other mods that make the game infinitely harder. Try Realism Overhaul if you're looking for a new challenge, it make conquering the Stock game seem like child's play. None of the crutches you can rely on in stock will save you there.
Hmm. Ok. I will take a look. Do you have some advice on which one else to try?
But you should easily be able to get 600h+ out of this game. Which is still a nice entertainment value.
No one lives forever. © Bond.
Try MKS (which goes well with USI-LS, the life support mod designed to accompany it). This mod allows you to build self sustaining colonies, or long term space stations. Those science labs are certainly overpowered - but if you want to use them now, you better be prepared to sustain those kerbals while they do their research. You'll be launching multiple resupply missions and rotating crew. MKS is also somewhat famous (or infamous?) for its learning cliff as well, which is somewhat more difficult than even Kerbalism in my opinion.
Try Community Tech Tree - as you begin modding the game and adding more parts this tech tree vastly expands the vanilla tree, adding places to put all these new parts in a sensible progression. It also serves to slow that exponential growth (such as maxing out the tree with a single Minmus lander) by adding in nodes that can cost as much as 10,000 science (provided you're playing with the mods that add such late game parts).
There are also certainly additional mods that can alter the entire star system, or add more planets to the existing system. There is the Outer Planets mod, which adds additional gas giants analagous to Neptune, Uranus, and Saturn. There are even interstellar mods that add entire new stars, and interstellar journeys between them - though, be warned.. this sort of mod isn't going to be easy to play without extremely advanced "cheaty" futuristic mod parts that use those 10,000 point slots on the Community Tech Tree. Of course, by this point you're a hundred years into the game and it's not entirely unrealistic to expect that technology might have progressed a bit.
With stock KSP, the sky is the limit. When you start modding though.. well, there are no limits to what you can do.
MKS and USI actually make it a challenge past your first docking or Mun landing. Sending 4-6 kerbals to Duna and back takes like 30t of supplies or something similar on top of habitation modules, fuel, so see where it gets complicated?
Part Mods are good, but if the only resource you're managing in your designs is fuel (for manned missions) then that would put me to sleep. You'll probably have more fun designing stuff in MKS/USI if you're new, it isn't that hard to start off.