RemoteTech 2 是一款修改了无人卫星工作方式的KSP的MOD。特别是所有无人卫星都必须拥有一个到KSC的回传控制连接（或者一辆或更多的控制飞船），需要你设置一个卫星网络去维持与卫星之间的连接。RemoteTech 2 还模拟给予卫星命令时的通讯延迟——这在围绕Kerbin的时候只有一点点延迟，但是如果执行星级人物则会有好几分钟的延迟，因此需要远程执行命令。从任何航天器中传输科学报告——甚至是载人航天器——都需要有通讯连接回传到KSC。
- 长度: “第一步”为 45 分钟。
- 难度：高级——本教程会假定你已经在没有 Remote Tech 2 或者其他类似的基本轨道机械的情况下能够发射火箭入轨。
- 版本：KSP 0.23 或更高版本以及 RemoteTech 2（不是 1） v1.3.3 或更高。
天线有两种主要类型——全向天线以及碟形天线。全向天线可以向任何其他在范围内的天线广播，但是他们的范围一般比碟形天线有限。碟形天线有非常远的距离，但是必须指向一个目标。所有连接都必须是双向的并且连接中间不得有任何阻挡。想要控制一个卫星工作，你必须让它连接到控制中心，可以是直接连接或者通过其他卫星连接。飞船必须拥有用来传输信号的卫星核心。任务控制中心拥有一个方圆 75 Mm 范围的特殊全向天线，但是它也必须在卫星直线连接到KSC的时候才能工作。
你将获得的第一个天线是与 Stayputnik Mk. 1 卫星核心同时解锁的反射器 DP-10。反射器是全向的，并且默认情况下为开着的（这意味着你可以在发射架控制你的卫星）但是只有500千米的距离。这意味着你只能在卫星落到地平线下面之前用它们控制你的卫星，甚至不能进入低轨道。你可能会把每个卫星都装一个，但是你需要第二个天线才能让它更有用。
第三个你会希望用到的天线是Comms DTS-M1。它有相当于 Communotron-16 20倍的距离，并且可以够到 Minmus，但是它是一个碟形天线，所以它必须瞄准才能工作。DTS-M1 和 Communotron 一样脆弱，所以你需要等到了太空中再部署它。
那么，DTS-M1 已经能够到 Mun 了，所以我们喜大普奔，把它连接到 KSC 然后就可以准备出发对吧？答案是不。KSC只是在Kerbin的一面，所以当你的卫星在另一面是，它会丢失与KSC的连接并且你将无法控制它。只能有一半的时间去控制你的卫星是一个严重的d问题，所以我们的第一步是设置一个小型的卫星将你的信号从 KSC 传输到整个Kerbin 轨道。
你的目标是在Kerbin轨道放置三个中继卫星用来从KSC向Kerbin周围的任何位置发射信号。你的卫星会需要拥有至少一个DP-10，3个 DTS-M1 以及一个或更多的 KR-7，以及一架可以将它们带到1000千米高轨道的火箭。
通过KSC发射你的第一个卫星。如果你离开了大气层，就将你的 DTS-M1 中的一个指向任务中心并启动它。记住如果你超过了地平线你将和 KSC 失去联系，所以确保在此之前你的轨道都是稳定的停泊轨道，或者在你的目标高度马上点火，将自己或远或近地保持在KSC上方。拉圆其轨道之后卫星发射就完成了。
发射你的第二个卫星并将其发射到同样的高度，然后将其中的一个 DTS-M1 指向任务中心，第二个指向你的第一个中继卫星然后启动它们。切换到你的第一个中继卫星并将它其中的一个 DTS-M1 指向你的第二个卫星并打开它以进行双向通讯。如果你的第二个卫星的末端靠近你的第一个卫星并且他会 Launch your second satellite to the same altitude and target one of its DTS-M1s at Mission Control, and a second at your first relay satellite and activate them. Switch to your first relay satellite and target one of its DTS-M1s at your second satellite and activate it to make the link bidirectional. If your second satellite ends up close to your first, then you can leave its periapsis a little low when circularising at apoapsis; this will leave it with a slightly shorter orbital period than the first satellite, and it will move ahead of it a little each orbit. Once you're happy with its position relative to the first, burn to finish circularising your orbit. The most important thing is to get the satellites at matching altitudes, otherwise they'll drift relative to each other.
Launch your third and final satellite, link it with the other two satellites (and them back to it) and mission control and place it in an orbit to make a triangle with the others. Hopefully your satellites now look something like this in the Tracking Station:
If so, congratulations, you've made your first set of relay satellites!
Finally, switch to each of your satellites and target one of their KR-7s to Active Vessel and activate it. This will automatically keep one of their dishes targeted at whichever ship you're currently controlling.
Now that you've got your first set of satellites equipped with KR-7s, you can control a probe almost anywhere in the Kerbin sphere of influence. Equip any probe with 3 KR-7s and point them at your relay satellites and activate. Your relay satellites will already target one of their KR-7s at your probe because you set it up to target your active vessel. Despite their appearance, KR-7s don't need to be physically faced towards the target. You should now be well set to send a probe to the Mun. There are still two places your communications network can't reach, and that's directly behind the Mun and Minmus, so make sure you plan your route so you don't need to make a burn when behind them.
If you're doing your first Mun probe without the Electrics topic unlocked then you'll be using DTS-M1 or Communotron-16s for your long range communications. This has the unfortunate problem that these antennae will burn up on reentry, causing you to lose control of your probe and be unable to open parachutes or fine tune your landing. You can solve this problem two ways:
- Perform any actions required for landing, such as opening chutes and deploying landing legs in the upper atmosphere. KSP doesn't simulate reentry heating, so your parachutes won't be destroyed.
- Re-enter within 500 km of the KSC. This will allow your DP-10 antenna to link with the KSC and keep control of the probe.
While your probe to the Mun will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.
If you want perfect coverage around Kerbin, including behind the Mun and Minmus, you can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or deploy a set of satellites around the Mun and Minmus like you did around Kerbin.
Your KR-7s can talk to any satellite in Kerbin's sphere of influence, but they won't reach much beyond that. For that you'll need to unlock the Reflectron KR-14, with its 60 Gm range. The KR-14 can reliably reach Moho, Eve and Duna and just about reach Dres, but it can't reliably reach Jool. To reach Jool and Eeloo you'll need to unlock the Reflectron GX-128 or CommTech-1 with massive 350 Gm+ ranges. Remember links need to be bidirectional, so you'll need the strong antenna on the probe you send AND launch some satellites in to Kerbin orbit with the strong antenna on them to relay between the probe and the KSC.
Other than needing the more powerful antennae, once you send probes to interplanetary distances the signal delay will reach several minutes, making interactive control of your probe unfeasible. To make burns you'll need to use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display. The simplest way to execute a burn with the flight computer is to create a maneuver node with the maneuver you want, instruct the computer to NODE, which will pre-orient the spacecraft in the burn direction of the next maneuver node, then EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon you can see the commands being sent to the probe and the time it'll take for them to get there. Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if your command has been delayed.
Remember that you'll lose contact with your probe while on the far side of the planet from Kerbin. You can solve this problem by stationing a satellite in high orbit over your destination planet (either send it as a second craft or decouple it from your main craft) to bounce a signal off.
Landing probes on a planet with minutes of signal delay can be extremely difficult. Planets and moons with atmospheres are easier because you can use parachutes for the final descent, making control inputs unnecessary, or at least less important. Remember to take in to account the time delay of the command to open your chutes. Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing your surface horizontal velocity and instructing your flight computer to hold the spacecraft directly up while applying a constant burn to slow your descent may work.
Remote Mission Control
Once you unlock the Large Probes topic you'll get access to the RC-L01 Remote Guidance Unit. This probe core is special because it contains a Command signal processor, which allows a ship equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more Kerbals. The main advantage of this is that a command ship can control probes near it with very little signal delay, even if far from Kerbin. Note that transmitting science results back to Kerbin still requires a link to the KSC.