I suggest replacing the two parachutes with drogue chutes and place some radial chutes. Duna's gravity is also much weaker, so you could probably switch the two LV-T45s with two LV-909s or a single aerospike.
Two problems: 1. The drill's docking port is placed backwards. 2. You are using two different sized ports (the Jr. and standard size). The ports must have the same size for it to dock.
It all depends on the payload. For part count, I can say most of my craft will be under 300 parts so the game can run decently well, but space stations and bases can possibly get to much more.
I don't think Duna is just 38 days. From the three missions I launched to Duna, I would say the average trip to Duna takes about 60 to 70 days. Of course, if you don't mind spending a few km/s more delta-v, you could possibly get there in much less.
I have a Mun lander stuck in Mun orbit with three Kerbals inside. It managed to land on the surface, but it ran out of fuel on takeoff and had to use RCS to get into orbit. I didn't feel like sending a rescue mission, so they are going to be staying there for a while.
A bunch of the small Oscar-B fuel tanks, and four of the white radial engines rotated inwards (press "E" twice) and angled out a bit should be good. It gets a higher TWR than using sepratrons.
I am currently starting up an Ike base and station. So far, I have the station around Ike: Transports carrying various things will be heading to Ike to set up the mining and habitation bases.
In map view or in the tracking station, there is a button on the right side. Click on it and it will show information on the planet or moon you are targeting.
I have had several crashes so far. Some may be from mods, but sometimes, the game crashes when there is a collision involving a lot of parts. It wasn't caused by mods because it happened when I got a clean install of 0.21.
I have 3 Kerbal landing and returns from Mun, Minmus, Gilly, Duna, Ike, Dres, Laythe, Vall, Bop, and Pol. I have built a base on the Mun and Minmus, and have had a station around Kerbin, Mun, and Ike.
Hover your mouse at the top of the screen and you should see this: Click on one of them and then right click it again. All vessel icons should disappear. Exit map view and go back in and see if it works.
You can't just suddenly turn 45º from prograde and expect to stay on course, especially with FAR. You have to do a more gradual gravity turn starting at around 5 km, keeping near the prograde vector.
Like this? The payload for this alone is 75 tons and because I could not make a decent lifter to get it into orbit, I decided to spam jets and intakes. The jets I have are a bit overpowered compared to the stock ones because a mod that fixes the Isp of rocket engines doesn't go well with jets, but I didn't want to uninstall it. Even still, the thing barely gets into orbit with the fuel it has and I had to send up another craft to refuel it so it can dock with a station.
I am not looking forward to reentry heat because there will be no more sudden aerobraking. Hopefully, there'd be some heat shields meant for large, oddly shaped craft.