ksp_home_poster2

[0.19] H.O.M.E. Start Kit 1.0.2

The HOME 3m system is a group of parts designed to enable you to create a fully functional base on moons or planets. We will be developing additional add-ons to the HOME 3m series to allow you to expand your base functions in the future.

HOME 3m Changelog 1.0.2 update

-add chiller air intake module
-add Atmospheric mining facility

*All 3m parts strength increased to 630 to match Jool V.
*All 3m parts now use size 2 attach nodes (except super thin parts: Decoupler, legs, heatshield)
*Habitat hatch now works.
*Side Engines and Aerospikes collider fixed, adjusted surface attach so they don’t “float” above 1 meter tanks.
*All colliders optimized for better performance.
*heatshield shroud hidden in VAB

Known bugs:
Recon Hatch allows entrance but is “blocked” when trying to exit.

Overview

It is set to colonize planets and build bases

Contains
HOME Command Pod – Lightweight double, command pod, which has no thermal protection. Developed specifically for the project. For the convenience of docking in front of two portholes.

HOME Parachute system – Double parachute system, comprises two phases of work. The first is a braking parachute to help slow down the heavy construction. The second phase, a triple dome, which provides a soft landing, even in the rarefied atmosphere

HOME ASAS – The module provides the control, nothing unusual

HOME SAS – Just 3m SAS

HOME Fuel Tank – 3m low profile fuel tank contains liquid fuel and oxidizer

HOME RCS Tank – 3m low profile MonoPropeliant tank , use for RCS

HOME Legs – Four Leg module , very slow to deploy but very stable to landing

HOME Horizontal Legs – Expereminal Legs Modules are used for a touchdown in a horizontal position

HOME Side Engine – Main moving and landing engine, old good rocket engine and compact size.

HOME Airospike – Airospike version side engine, very good in the atmosphere, no good in vacuum.

HOME decoupler – 3m version heavy duty decoupler, main separator for HOME project.

HOME Heat shield – Just HeatShield part , зrotects the spacecraft from overheating in the dense layers of the atmosphere. (NOT WORK in this version KSP)

Modules

HOME Recon Module – Universal module for exploration of the planet. Has some fuel in itself, an inflatable living tube, and a garage for the rover Mk5 (Airlock dont work now)

HOME Habitat Module – Has some fuel in itself, 2 inflatable living tube, and 1 greenhouse.

HOME Powerplant Module – This module provides power to the entire base. Have big nuclear reactor whit cooling system, and big solar array (dont work now)

Installation

To install copy the included folders into your KSP directory.



How to use

There is a lot of functionality in these parts, take the time to learn their capabilities and you'll have a lot of fun designing bases



Comments

67 Comments for “[0.19] H.O.M.E. Start Kit 1.0.2”

  1. Thank you,about your share with us,all these awesome mods and parts.
    Thank you,you are a very special group!

    CERVERUS December 11, 2012
  2. Fantastic job guys! It is amazing what you have done here

    KD3 December 11, 2012
  3. Well done mod ! BobCat FTW

    ZeWalrus December 11, 2012
  4. Holy Cow great mod and designed to work well with the rovers too, i love it

    B787_300 December 11, 2012
  5. Awesome work guys this is amazing! This is huge step in the communities development on what the developers can take from! Keep up the good work and I hope that the developers take note of the job you have done and maybe find a way to incorporate it into the vanilla game! Congrats!

    hoodedarche0 December 12, 2012
  6. This is going to be fun! Thx! ;D

    Rico December 12, 2012
  7. sooo.. what’s in this “package”?
    I refuse to believe that such a lazy description is worth my time.

    Radus December 12, 2012
  8. Absolutely amazing what you have made guys. this sets an incredible standard for all ksp mods.
    Keep up the fantastic work

    Rob December 13, 2012
  9. Radus December 12, 2012:
    “sooo.. what’s in this “package”?
    I refuse to believe that such a lazy description is worth my time.”

    Though I agree on that it is in fact a lazy discription, which makes even looking at the mod as rule of the thumb time wasted already, I must say this was more than worth my time, except for a few minor things like the lack of a 3m2m adapter (which make it more modular with the existing junk).

    Of course you can’t just take the authors word for it that this is worth your time, but you can take my word that it is worth your time.

    Unless you already have all building blocks for a extra-kerban outpost from other mods which isn’t only a base, but also a good looking base, I’d suggest to try it out.

    I wonder… Would my base survive if thrown into Eve’s atmosphere, using the included parachutes? Let’s try, Jeb!

    Menno Lente December 13, 2012
  10. nice job on those modules, but i cant enter in the Module throught the Airlocks.. any ideas?

    TheOrion December 14, 2012
  11. nice job on the models, but just a few things i would like if u guys can make a tutorial and a mk2-mk3 adapter

    warlocal December 14, 2012
  12. Help wen i load the game with this installed it wont load at all i think im missing some .mbm files is there any fix?

    Moltakkk111 December 15, 2012
  13. I have a question..i dont understand how the generators work when i turn it on it just says nominal even with power. I am trying to make a base on duna and it would help if someone could make a tutorial or something for this great mod

    Ryan December 16, 2012
  14. что нового?

    gsf December 17, 2012
  15. Very good! looking forward to many more modules and interesting concepts.

    DiMethylMercury December 17, 2012
  16. What I would really love is if you could use more hydroponic or farming galleries! =P

    Especially if this round expander tube could be made its own part to be used outside of Home pack… This would be awesome… perdy perdy please! =P

    Kamenov December 17, 2012
  17. Переведи старый модуль auncient на 0.18.1 пожалста

    guve December 17, 2012
  18. Hello BobCat and your team.

    Thank you for all the job you have done with all the mods (Jool, Home, all the vehicles). THANKS A LOT.

    In addition I would like to ask if you are going to create/design some mod for gathering rocket fuel/oxygenizer/RCS fuel? It definitely is not my idea to refuel my ship out of Kerbin. As a mining equipment it could be big, heavy and brittle; and consuming lot of energy (need of solar panels or your reactor), maybe some raffinery. ;-)

    Once more THANKS FOR ALL THE FUN you gave me.

    Locus December 19, 2012
  19. Will this require updating to comply with 0.18.2??

    Klimklamity December 21, 2012
  20. File archives of Add Ons same for version 0.18.1 and 0.18.2. What is the difference between them? Or a new version of an add forgot to upload?

    Russian:
    Архивы дополнений одни и те же для версии 0.18.1 и для 0.18.2. Какая разница между ними? Или новую версию дополнения забыли закачать?

    Ded Pihto December 22, 2012
  21. I think this is a great mod however the radial thrusters are a bit unbalanced. The aerospike thrusters for example have the same ISP as regular tordial Aerospike (which is fine) however have 1/3rd the mass, thrust vectoring and well.. are radially mountable ;) .

    Someguy December 27, 2012
  22. They work in 0.18.2, works fine, glad you like it :)

    The_Destroyer December 27, 2012
  23. Can I see a video of this mod?

    MrFastZombie December 30, 2012
  24. First off; AWESOME mod. thank you so much!

    Two questions though.
    One: What kind of fuel does the reactor use for refueling purposes? I intend to make a -very- long term base.

    Two: Any idea when that crazy powerful solar panel’ll be up? ;)

    Tassyr January 1, 2013
  25. Third question. Why can’t I load a kerbal into the hab module…?

    Tassyr January 1, 2013
  26. I used the HOME before and everything seemed to work fine, now the solar array is not working any more, reinstalled everything, did not help at all.

    m2 January 7, 2013
  27. nice

    alfietonge10 January 7, 2013
  28. broken download, get an error when unzipping about the spaces folder and something called model00001 or something like that.

    Will January 9, 2013
  29. You should include some images of the parts included.

    Le_Origin January 19, 2013
  30. This comment is my opinion so dont let any strong linguage if you dont like what i wrote her!

    Hi, BobCat i have a question for you. i download the start kit and i dont like so much, first of all, i really dont like the texture of the parts, see the NOVA PUNCH pack, that texture is compatible wih the textures of the original parts of the kerbal… Second, where are the engines? and for what the fuels need to be so big? you cant do for this fuels a big engine? and creat a small fuels tanks too? The parachute and the decloper is so big for a small pod? ( that parachute looks like a big adapter ) and i really dont think is it a start kit, for me is the NOVA PUNCH kit, if you like a START KIT add too more parts like satellites, engines, fuels, utilitys, solar arrays, parachutes….. new parts for rovers, bases, and too parts for spaceplanes, autopilot parts like mech jeb…

    AND
    -news objectives to do the game more realistic, see the remote tech for example…

    So hopefully you ready me comment and start, creat, fix, ree-creat… all you think ok? later

    Piacesi January 22, 2013
  31. @Piacesi
    Go make your own mod if you don’t like this one , and stop being such a baby.

    Libe January 25, 2013
  32. Seems like I never build a large ship without a few of these parts to keep my poor Kerbimuns comfy and warm (a little radiation chases those cold mornings away). Thanks. :) Bobcat mods continue to be part of the backbone of my KSP tomfoolery.

    CabbageRed January 27, 2013
  33. Yet again, beautiful work, but I think you rushed the textures on this, they look very stretched and not as good as previous Bobcat texturing.

    Devogen January 29, 2013
  34. So I finally started playing around with this. Very cools and just wow. Great work.

    However the landing legs… The ones that attach from the bottom of the module… there are only two legs in there and they don’t open all the way (don’t work) Am I doing something wrong or is this a bug?

    Thanks, again very cool mod.

    RC4

    RemoteC4 February 3, 2013
  35. @ RC4

    There is supposed to be two sets of gear. One is 4 deploying gear, (45 degrees to normal, make sure not to place your engines there, learned that during testing) and the other is (Home horiz legs) for HORIZONTAL landing.

    The_Destroyer February 6, 2013
  36. Destroyer,

    Thanks!!! I was totally overlooking the second set of legs.

    RemoteC4 February 6, 2013
  37. Fun, but hard to send to the Mun with a 2M rocket.

    Paladin Co. February 7, 2013
  38. Hello all, Can you tell me if the Powerplant Module, works if it is not coupled other modules?
    Is that it can supply the other modules, if it is not coupled to side and?

    Thank you very much and sorry for my english.

    Alban Royer February 8, 2013
  39. Awesome set! A must have for colony minded players!

    G F February 13, 2013
  40. One problem I have encountered.. .sometimes I can get Kerbels into the Hab module airlock port and sometimes it just won’t work. Not sure why. Is this a bug? do I have to do something special to get the [F] to board to show up? I am wondering if it is the height the kerbel is at when it touches or comes close to the port door. I think it has worked on ones on hills so I am wondering if kerbels are just too short to reach the door!

    G F February 13, 2013
  41. a nice new challenge for people who have done almost every thing

    john michel February 14, 2013
  42. I have a question. How do you get the home base to other planets and moons when the thrust doesn’t even get you off of the ground?

    Sugarcomb February 17, 2013
  43. Hello. The HOME powerplant module looks that have a solar array. is it true? If is true, how can i deploy it? because i have search but not….

    Guillermo De Andrés Iglesias February 19, 2013
  44. @John Michel, You use other rockets to break into Orbit first…

    Cpt_Franklin February 20, 2013
  45. @Guillermo De Andrés Iglesias, Reading is important,but to know where you have to read is important too.
    One hint: Look at the Overview. ;)

    Spoon Loffel February 28, 2013
  46. u guys going 2 make a drop garage 4 the DEMV MK1 or what?

    Faced River March 2, 2013
  47. I really like the idea of this mod, and I have been playing around with it, but I’m still clueless as to the purposes and uses of some of the parts. I’d like to see a website (perhaps a wiki?) dedicated to this mod, like what MechJeb has.

    Jacob Mitchell March 6, 2013
  48. Ummm it is listed above as 0.19 yet the download is still for 0.18.4

    NeoMorph March 17, 2013
  49. @Jacob Mitchell :
    I noticed this too, and went to the comment section to check if it was just me.
    Either they forgot to re-upload, or they didnt rename the file.

    Nirahiel March 20, 2013
  50. Any screenshots or pictures anywhere? Understandably I like knowing what I am downloading before I download it.

    Unique sounding mod, I need pictures to understand. Sounds amazing.

    JuggernautOfWar March 20, 2013
  51. Hi Bobcat! I think you’ve done great work with the mod. The one thing I’m noticing is that there seems to be some kind of bug with the garage section when I’ve got a rover in it and I’m letting mechjeb land it. Mechjeb seems to be miscalculating something about the object because it smashes into the ground at around 30m/s rather than slowing to a stop. Manual landing is just fine, no issues at all. I can have a design twice as heavy land just fine but it seems every HOME garage smacks into the ground if I have mechjeb land it. I’ve have emailed you directly about it but I didn’t see a place to do that so I apologize if this is not the place to mention the problem.

    P.S. Love the Ant.

    i am the fish March 20, 2013
  52. Hi, I’ve had an issue where the Power Plant vanishes from the item list. I’ve had a look in the parts folder and it is there, does anyone know a solution?

    dylankhoo1 March 23, 2013
  53. As far as I can tell, if you try and enter a module through the airlock, the Kerbal just disappears, never to be seen from again. Kind of makes the habitat module less… habitable.

    MilesNoctis March 27, 2013
  54. I just downloaded and Installed this mod, the Fuel making pod says it requires a Transfer pod to pump fuel out to other ships/containers…There doesn’t seem to be a transfer pod in the parts list anywhere… is one still being worked on or was it just misplaced while packing the Zip file?

    Todd Millhouse March 28, 2013
  55. I don’t know if anyone else is having this problem, but the back wall of the garage has no collider, the buggy goes right through it O.O

    Todd Millhouse March 28, 2013
  56. I installed this mod and am unable to access IVA on the pod. Also the crew portraits do not show up in the lower right corner. Any idea what I’m doing wrong?

    timwmu90 March 31, 2013
  57. Great mod, as always, but I have one suggestion: Could you add a tank for extra nuclear fuel? Nothing huge, I just want to be able to refill my Dunar fuel depot’s nuclear fuel without sending another reactor over.

    cypherwraith April 3, 2013
  58. Where can I find screenshots of this mod?

    Luis Gil April 3, 2013
  59. There seems to be a problem where when a kerbal goes into the habitat, they disappear entirely.

    Joe Bowen April 5, 2013
  60. Love this mod. So much fun. However I found a bug in the recon module. If you set it up, put a kerbal in it, return to space center and then come back to the habitat at a later time, the habitat is closed and even if you re-open it, the kerbal cant get out.

    OopsThatNotWork April 6, 2013
  61. Also suggest creating a structural tunnel or something to link the modules together, right now I’m linking them with a radially attached docking port and a structural part from a separate mod.

    OopsThatNotWork April 6, 2013
  62. For exactly what I use the HOME admin module ? Can anyone explain it for me ? PS: I’m Brazilian, so if you don’t understand something, i’m sorry.

    Baruck April 6, 2013
  63. I have a mod but I wont use it just yet. It looks both very cool but the fact I cannot park mkV in recon one and apparantly disappearing cerbals is something that needs fixing, since there is not much of it actually functional. :X

    elkar April 15, 2013
  64. So from what I have read, and even disclosed on the mods info page, this MOD is broken and should NOT be available for download. Remove this MOD and fix the bugs/issues. This is not very professional. If you do not want to deal with a community by making mods, or do not care about your reputation as a Modder, then continue to leave this MOD up for download. Or remove it, FIX IT, then re list it on site.

    Travis Van Hoosen April 15, 2013
  65. Why you use the same dll name in all your mods? And they had different sizes.

    What happen if we remplace them? well i guess just one thing.. Bugs.

    AngelLestat April 23, 2013
  66. This mod lacks documentation, there is no explanation about the different modules, how do they work, what can they do and some of them are bugged and no effort will be made to fix them. as elkar said, this mod should be deleted.

    Luis Gil April 26, 2013
  67. Tested and working with 0.19. As for the Kerbal disappearing, I’ve tried to replicate the bug to no avail.

    As with your other work BobCat, some of the best mods out there! Keep up the great work!

    GhostChaser April 28, 2013
  68. Says that I don’t have any of the H.O.M.E. parts? I’ve reinstalled it many times and i have the latest bobcat but it doesn’t work?? Please HELP!

    Sam Capon May 4, 2013
  69. I’ve start started using this mod and a little confused by what everything does.

    The Power Plant module…
    -Sounds rather basic, but does it need to be attached somehow to the other modules or just sitting in the general area of the others? HOW does this work? Do I need to stack it on top of or under a habitat or what?
    -I see doors on it like on the Recon and Habitat but they do not open… Should they be opening? Some sort of animation?

    Habitat Module…
    -I’m guessing this is similar to the space station habitat’s where as it serves no real purpose other than visual being as Kerbals neither eat or sleep or breath (endless air supply). This correct or should there be something else going on?

    Recon Module…
    -This is pretty nice, seems to work well, but it would be nice to have a few different sizes so we can fit something a little larger than the ANT inside.

    Elcarim May 6, 2013
  70. When my Command Pod is on the pad, there are no Kerbals in it. This means that they cannot EVA. Also, if my Kerbals enter the Ant or the Command Pod, they disappear.

    Ernie Sharp May 7, 2013
  71. I’ve had the same problem Emie, They are still there and I can get them back when I leave the area and come back, but it shows my command pods and Ant as empty at times….

    Really annoying. Makes me wonder if they are ever going to fix this. btw, anyone got answers to the above questions I posted?

    Elcarim May 7, 2013
  72. So this mod ever going to be fixed? More bugs than I can count. Love the idea, and look, but needs work to make it worth using…

    On a side note.. Any idea how to stop landers from “loading” or “spawning” in the air when loading to them from the space center? If I load into Eve or Mun or Minmus (I’m assuming others are the same) the lander/rover/whatever you have control of is no longer on the ground, but 5 or so meters above it. I’ve had some things nearly fall over because of it.

    Elcarim May 8, 2013
  73. You already know about the blocked Recon hatch but another issue with the Air Lock on Recon is that if you leave the planet and return to space center, whenever you return it appears closed. It isn’t closed, but in order to use/see it again you have to right click to close it, wait for it to fully shut, then right click open it again. Each time. This might be why it is blocked. Habitat doesn’t do that.

    More information needs to be given on how the different systems work. The Power Plant module doesn’t seem to power the rest of the base.I activate Egine and it shows “NuclearF…” green lighted at 5000/5000, however it shows “ElectricC…” at 0.00/2.00 and red as if it isn’t functioning… I have solar panels and batteries, so no idea how or what any of that means. Again, from a lack of information.

    Elcarim May 8, 2013

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