I have the same setup going on at the moment with one exception, I leave my TMI stages in munar orbit as \'survey craft\'. One problem I have encountered only yesterday though, drag is not modelled on ships you aren\'t focussing on. This wasn\'t a problem for munar missions as my launcher stage drops off at around 80km with roughly half the circularization burn done by the TMI stage. But I recently used the same launcher (with the adition of MechJeb) to launch a keostationary satelite. On this ascent path the boosters do orbit, and I thought they would go away as their periapsis is only like 10 km, but unless I actually focus on the boosters individually and follow them enterring atmosphere, they orbit with no degradation. I propose the following 3 changes to KSP: 1: self destruct systems for unwanted boosters etc, activatable in game and tracking station. 2: an easy way of marking \'wanted\' debris as something other than debris (I use notepad ++ to edit persistence.sfs and change my munar landing stages to 'Odysseus x3 landing site' etc. ). This would hopefully lock them in place too. How many times have you focussed on an old lander only to have its location spaz out and it explodes? 3: More detailed modelling of other ships and debris while not focussed on them. I know this one is hard to do and would cause issues with slower PC\'s, but you could always have an option to swich it off or change its area of effect, just like object fade, we could have physics fade. Am I a genius or what?