With the arrival of Kerbal Space Program 1.2, players now have access to a powerful new system: the Communication Network (ComNet). While it may seem complex at first, this guide is here to break it all down—from antenna ranges and relay satellites to control authority and signal strength. Whether you’re a seasoned space engineer or fresh out of Kerbin’s atmosphere, this walkthrough will teach you everything you need to know to master remote probe control, maximize science transmission, and set up a reliable deep space communication network.

Disabling the ComNet (Optional)

If you’d prefer to play without ComNet, the game gives you full control. In the difficulty options when starting a new career, you can disable the communications network altogether. You can also fine-tune specific elements:

  • Adjust the ranges of the Deep Space Network (DSN)
  • Enable or disable blackout during re-entry
  • Toggle additional ground stations
  • Disable partial control if you’re aiming for the most hardcore experience

For an existing save, just go to the main menu, open Settings, and adjust your difficulty options accordingly.


Understanding Antenna Ranges and Signal Strength

ComNet relies on two components: your spacecraft’s antenna power and the range of the Deep Space Network. The DSN range upgrades with your tracking station:

  • Level 1: 2 billion
  • Level 2: 50 billion
  • Level 3: 250 billion

Your antenna has a rating as well. For example:

  • Basic command pods come with an internal 5K antenna
  • Entry-level antenna: 500K
  • Top-tier relay antennas: 100G

To calculate range:

√(Antenna Power × DSN Power) = Effective Communication Range

So a 5K antenna with Level 1 DSN (2B) provides ~3,160 km of range, which gets you just into low orbit. Upgrades expand that dramatically, with Level 3 and better antennas reaching beyond the Mun and Minmus.

Multiple antennas can combine range, but not linearly: to double your range, you need four times the antenna power. Early in the game, stacking antennas can bridge gaps—but progressing tech yields better results.


How Far Is Everything?

  • Mun: ~11,000 km from Kerbin
  • Minmus: Easily reached with mid-tier upgrades
  • Eve/Duna: ~3 million to 18 million km
  • Eeloo: ~100–126 billion km depending on orbital position

To reach the farthest celestial bodies, you’ll need the most powerful antennas paired with a fully upgraded DSN.


Direct vs. Relay Antennas

Each antenna has a type:

  • Direct: Communicates only with Kerbin or ground stations
  • Relay: Can pass data between two spacecraft

Relay antennas are critical for building satellite constellations, ensuring that even probes on the far side of a planet can maintain a link back home. Use relays when designing interplanetary missions or planetary orbiters.

Also note: deployable antennas will break if extended during atmospheric flight. Fixed antennas (like the Communotron 16S) are heavier but safe for atmospheric use.


Signal Strength and Science Value

Science data is no longer all-or-nothing. Now, your signal strength directly affects how much science you recover:

  • 100% strength yields full science
  • Weak signal = reduced science return

For example, transmitting pressure data at 84% signal gives 15.8 science. But doing it at 99% strength might only return 9.1. Always aim for strong connections when transmitting science from probes.


Controlling Probes Remotely

Only pilots can create maneuver nodes when out of range. However, if a probe with no pilot is within signal range of Kerbin or another control-capable craft (like one with Jebediah), it regains full command functionality.

Pro tip: Advanced probe cores (1.25m and 2.5m) now act as command hubs with increased capabilities, letting them relay commands from crewed control centers.


When You Lose Full Control

If your probe is out of range:

  • You lose throttle and maneuver nodes
  • SAS remains active
  • You can still orient using prograde/retrograde modes
  • You can’t manually steer with WASD unless you regain a control link

To restore control:

  • Add relays or control crafts within range
  • Ensure line of sight (planets can block signals)

Energy and Data Transmission

Transmitting data requires electrical charge. If your probe runs out of power mid-transfer, the transmission rewinds and restarts. To avoid infinite loops:

  • Set antennas to Allow Partial instead of Require Complete
  • Let batteries recharge between transmissions

This lets you slowly trickle the data back instead of losing it due to insufficient power.


Visualizing the ComNet

In map view, toggle the ComNet view to see signal lines:

  • Thin green = weak signal
  • Bright green = strong connection
  • Dotted lines = indirect links via relay satellites

This helps troubleshoot coverage issues and plan relay positions.


Do You Need Geostationary Orbits?

In real spaceflight, satellites are placed in geostationary orbits to maintain constant contact. In KSP, this isn’t necessary. Pointing and tracking are handled automatically. Feel free to put relay satellites in any stable orbit—you’ll still get strong connections if your network is well-placed.


Conclusion: Designing for Connectivity

The addition of ComNet in KSP 1.2 adds realism, strategy, and depth to unmanned missions. Understanding the relationship between antenna range, signal strength, DSN upgrades, and control authority will let you confidently explore even the farthest reaches of the Kerbol system.

As Scott Manley signs off: Fly safe—and may your signal never drop.


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