There are many Mun Anomalies (Munomalies?) and in this episode, I nab 2 of them. 2 more and we can go to Minmus and leave Mun behind us for good.
Mods:
Most of my mods are on CKAN. Here’s a modlist: http://pulpaudio.com/ksp/superj-kiwi-builder.ckan
I also have a set of Module Manager configs that I just put into every game. I won’t detail what they are, but if you poke around the KSP forums you can find them. Most of them are somewhere in this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-c
-Docking port Angle Snap – to 12 different angles 30 degrees apart.
-Clamshell fairings, with 1000 ejection force
-Crew Report / EVA Report swap, so you don’t have to hop out to get all those EVA reports.
-Hibernate-on-warp for probe cores turned on.
-Monoprop removed from command pods.
-RCS jets disabled for roll/pitch/yaw
-My own personal KSC Switcher sites. I’m tweaking it constantly and when it doesn’t suck I’ll release it as an add-on mod.
Source
Lots of content… And some acrobatics (and I do not know why you didn't die… did they buff landing gears in that version?)
Fuel operation means tanker… 4 orange tanks around a 1.25m central shaft, with a nuke engine at the back and a docking port on the front outta do it.
But yeah you don't like slow Thrust ships so you probably wont go this route :-p
Landing Marker… Hmm I think your have Trajectories mod installed, Not sure why its not showing your landing spot. (With a big red X) Although it might not enable on airless bodies. (Been to long since I played around with KSP.) EDIT: NVM, at 10 minutes you turn on Trajectories. 😀