I've started a new career, having overextended myself (budget-wise) in my excitement of having unlocked a load of kerbinite and TAC modules (and then promptly managing to blow up several missions' credit worth on the launchpad). This time I'm being much more minimalist.
While I could install Engineer, it conflicts with a couple of other mods I've got installed (I think), so I'm calculating TWRs by hand at the moment. I'm thinking I can get a single basic solid booster engine to lift four of itself, a separator, a T-30 engine, a T400 fuel tank, a capsule and a MK16 parachute.
Turns out my thinking was correct, but it's not QUITE enough to get into a stable orbit. D'oh!
Edit: I successfully landed a kerbal on the Mun and planted a flag.
Then realised I didn't have enough delta-V to get them back, and they only had a day or so's worth of life support supplies (I'm playing with TAC) left with them.
Cue a rescue mission! Successfully launched a probe-headed ship with an empty command pod to the Mun, and landed it a mere 500m (500m!) away from my crashed kerbal. The landing went almost perfectly, but on the rocky terrain I suffered a minor scrape...and the engine exploded.
So now I have one engined-vehicle with no fuel, and one full(ish) fuel tank with no engine, and no way to attach the two or transfer the fuel. Sigh. Still, at least the rescue vehicle was carrying a week's worth of supplies, which are still intact and usable, so the kerbal can survive until MunRescue-02 can get there (in one piece, hopefully). And they managed to recover all the lovely, lovely science from their old command pod, so I'm still hoping to return all of these goodies eventually.
TAC Lifesupport really piles on the pressure if you do something stupidly wrong (like forgetting to add decent supplies to your initial munar lander, heh).