RemoteTech
"beep... beep... beep... beep..." - Leonard Nimoy

What is RemoteTech?

RemoteTech is a modification for Squad’s ‘Kerbal Space Program’ (KSP) which overhauls the unmanned space program. It does this by requiring unmanned vessels have a connection to Kerbal Space Center (KSC) to be able to be controlled. This adds a new layer of difficulty that compensates for the lack of live crew members.


First steps


Overview of the core mechanics

1. Antennas

Using antennas, it is now possible to set up satellite networks to route your control input. Unlike in stock KSP, antennas will no longer activate or deactivate automatically; you must order an antenna to activate by right-clicking on it. There are two classes of antennas: ‘Dishes’ and ‘Omnidirectionals’.

Dishes

Useful for long range communications, dishes are directional or beam antennas that must be instructed what direction to point at. They do not need to be physically rotated; you need merely select a target from a list of comsats. These dishes come with a cone of vision (which becomes narrower for a longer range). If the dish is pointed at a planet or moon, anything inside this cone can achieve a connection with the dish.

Omnidirectionals

Omni antennas radiate in every direction equally, and as such do not require you to target them at anything. However, they have shorter ranges than the dishes.

The Kerbal Space Center has multiple dish antennas that can be pointed to different targets, making it behave like an omnidirectional antenna with a range of 75 Mm. If you want to send probes beyond Kerbin’s sphere of influence, you must invest in some communications satellites with long-range antennas.

2. Signal Delay

To comply with Kerbal law, RemoteTech is required to delay your control input so that signalling does not exceed the ‘speed of light’. If you are aware of the consequences of breaking the law (or like being a rebel), you are free to disable this in the RemoteTech settings, available as a launcher button in the KSC scene.

3. Connections

A ‘working connection’ is defined as a command center being able to send control input to its destination. Connections between neighbouring satellites are referred to as ‘links’. To have a link between two satellites, it is required that both satellites are set up to contact each other. You have a connection when there is a sequence of links between a command center and the destination.

4. Signal Processors

Signal Processors are any part that can receive commands over a working connection, including all stock probe cores. You will only be able to control a signal processor as long as you have a working connection, and by default you will be subject to signal delay. Signal processors also include a flight computer that can be used to schedule actions ahead of time, for example to carry out basic tasks during a communications gap.

Beware: if you do not have a working connection, you cannot send any commands to an unmanned probe, including commands to activate its antennas!

5. Command Stations

For those long-distance missions, it is possible to set up a team of Kerbals to act as a local command center. Setting up a command station is a major undertaking for situations where you really need real-time control of nearby probes. It is not something to be attempted lightly (literally).

Command Stations allow you to work without the signal delay to Kerbin, which might otherwise climb up to several minutes. However, a Command Station cannot process science; a connection to KSC will still be required for that. Command Stations require a special probe part and a minimum number of kerbals on the same ship. Consult your VAB technicians for more information.

6. Science Transmissions

Transmitting science back to KSC requires a working connection to KSC. Any other source of control, such as a crew pod or a working connection to a command station, does not count.


Credits