Sadly I can't find a download link for that titanic so I won't be getting it into space today :/. It would be easy with tweakscale, I've been hefting 2000 ton rockets with ease.
I'm stil screwing about with MKS, at the moment I'm working on separating the OKS/MKS stuff into separate tiers, OKS stuff available earlier, cheaper and lighter but less powerful, MKS stuff available later but more heavy and powerful, capable of supporting larger colonies, also more expensive. I'm also working on rebalancing power costs, I'll probably triple basic power consumption, make refineries take 5-6 times as much, seriously reduce production of the PDU and other reactors and force them to require way more fuel. I've also taken the old overheating mechanic off the ISRU and forced it into overheating reactors, I need to balance it so that left on and running at 100% a reactor will kersplode, unless either; attached to a bigass fueltank/water tank ,attached to a significant quantity of gigantors, OR has a high level engineer inside the module.
Or for balance reasons you should get the same cooling by attaching the reactor to a small tank with a few panels on it, and have a level 1 engineer present. Ideally the reactor should still get hot enough to cause nearby items to explode, more ideally it should run hot enough to be borderline risking the gigantors exploding, like that mainsail test I was running.
Lastly I want depleted uranium to cause it's storage tank to heat up but I'm not sure how to do that. As a last resort I might repurpose an MKS inflatable module so that when inflated it will store a large quantity of DU, but generate heat as a by-product.