OrgCraft server went down a few weeks before Christmas and I took interest in this game without knowing it had a thread here on org.
0.22 was my entry version and I have restarted the campaign with the release of 0.23
Searching the game folders, I only found this screenshot (most likely from the 0.22 version), which apparently was taken by a mistake (why not take the screen of the actual successful landing?).
I remember using too much fuel to land and get back into orbit which resulted in a Jeb lost in space scenario and in an non-circular Mun orbit to boot. Launching a rescue ship (with a towing cable) ended in frustration and two kerbals lost in space.
(Rendezvous in space is perhaps the most difficult part of this game - and mechJeb smart assistance for this is not available early in the game).
0.23 came as a savior.
I use these mods:
Kethane (only scanned the mun for the stuff, not utilized in a refuel mission yet)
KSP Interstellar (late tech tree stuff.. not there yet).
MechJeb2 (a must have SAS help)
chatterer (seriously cool)
Enhanced nav ball (just makes the nav ball more "transparent" as you can see the retro grade/prograde/target indicators through the ball).
KW Rocketry (Fairings and other extra "stuff" - spreads logically on the tech tree)
Flight Engineer (nice extra info)
KAS (winches, cables etc.. kerbalnauts can work in space - e.g. install hooks for towing on ships lost in space).
Joint Reinforcement (removes structural wobbliness)
Kerbal Alarmclock (if you have many missions running simultaneously - this is a must)
Nova Punch 2 (another extra rocketry stuff mod - which spreads on the tech tree)
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