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I also use the NovaPunch parts pack, so I have access to a 2.5m nuclear engine with similar power to two standard nuclear engines.
I used a fairly similar setup to travel to the Mun and back for the first time. It took awhile, but it worked. Thing is though, I was able to duplicate the mission using half as many engines and fuel tranks, while using the LV-T30 engines instead of the LV-N engines.
Sure the LV-N engines were more efficient, but the low thrust took away the advantage of the efficiency.
I'm not sure I understand what you mean. Without the thrust to back it up, doesn't it diminish the value of the efficiency of the engine?
Not at all.
Using the standard FL-T800 and a small inline probe core, and using Mechjeb to calculate delta-V stats to remove any chance of error, the LV-45 provides 3871 m/s of delta-V in a vacuum while the LV-N provides 6882 m/s, almost double the amount of delta-V on the LV-45. With the same setup, a mainsail provides only 1534 m/s in a vacuum. As you can see, the thrust/delta-V ratio lies on an inverse exponential curve.
The Rockomax 48-7S would probably be better in that setup. It saves 2.15 tonnes for only 300m/s less delta v than the nuclear ;)
I like using LV909s for interplanetery travel. It feels weird using nuclear engines but not nuclear fuel. The LV-N is probably the most sensible option though.
Mainsail on 1st, 650 for 2nd, make orbit and then the nuke mods for wherever I am going. Always use dumps for IP anyway so never phased about fuel shortages if I go for a bit of "get this done yesterday" missions.
Mun etc. I generally do non-nuke - because I can is about the only reason :)
For launch, boosters are optional but I generally go asparagus on big lifts and maybe small boosters to push single mainsail on final asparagus. If it doesn't work, payload is reconfigured.
ISP not an issue after orbit so small radial nukes ftw.
For reaching Mun and Minmus use any engine if you have enough fuel. Although I use LV-N for every mission that involves space and me getting somewhere.
Eh, depends on what you get. KSPX is more like early versions of stock parts that have yet to be added, as the developer of it was hired by Squad and is working to do just that. Those new parts in 0.21 were originally KSPX parts, for example. And some tools like the fuel balancer, crew manifest, subassembly loader, and alarm clock merely add useful UI functionality. It's really a case of playing vanilla+ rather than some radically different game, if that's what you're worried about.
http://steamcommunity.com/sharedfiles/filedetails/?id=173306785
Now I need to work on making the ships/lander more efficient.