Your numbers are (essentially) correct, but actually high. Voyager, at 15 billion km (15Tm) uses what NASA generally refers to as a 20w transmitter and the highest number I can find is 23w with a 3.7m dish to the 34m DSN on Earth. Even the early Russian space probes topped out at about 100w radios, but they tended to have a radio for every system. Remote Tech is designed to add challenge and complexity to a game, and does a good job at that, but it doesn't remotely model real life to the point that I've considered removing it from my RO install a few times. Some of that is because of RT and some of that is because of KSP. The entire satellite network to use deep space probes is... well... inherently flawed, but on the other hand there's no other reason to launch satellites so I kind of like it. (Earth should effectively have unlimited range antennas and range should only be determined by the antenna on the spacecraft and there should be a different calculation of Earth - Spacecraft and Spacecraft - Spacecraft because Earth has bigger antennas and better computers and thousands of watts to throw at transmissions). As far as targeting dishes, Kerbal has no way to, say, send a low powered signal to go to 3-axis stabilization (and has no idea of any other kind of stabilization) and also no way to plot that stabilization in regard to point in space (ie point at Earth). RO lets you just say that a dish is targeted at a location. I'm okay with that workaround. My personal feelings about RT: I like that it forces you to think about communications, I just think it forces you to think about them in a way that is nearly incompatible with RO's mindset of not just making a more realistic KSP but we seem to be headed almost toward making a real space sim. RT implements them in a gamey way, and the one concept that it implements that more follows reality is the signal delay, but there is no way to really build an entire mission in current tools (kOS comes close, but runs into both its own issues and KSP issues). Ideally we would want an RO specific communication plugin and I am not even remotely volunteering to write it with my current workload. It's a little bit like requiring Kethane to produce fuel for your rocket because fueling rockets at the start was actually often hard, you could be modeling that exotic fuel is hard but you'd be modeling it in a gamey way. Radio engineering aside: I can orbit pretty much anything with a dipole using a [steep] loft trajectory and have actually never made a manned flight in RO because I'm uninterested at this time. You either have something not configured per RO (such as didn't get the RT settings config that changes distances and puts earth stations at launch points) or you aren't making a steep enough ascent to stay in line of sight of your launch facility. Steep ascents were pretty much the name of the game in early rocket testing to deal with that and then came downrange radio stations. AIES also has an antenna that I'm pretty much addicted to for near Earth flights that has an always active and an extendable mode. The RO specific RT settings also allow more antennas is better so you can always just, very realistically (no offense, Red/NK, I did read your commentary rationalizing it as more equipment, bigger antennas, etc but Omni.... truly omni doesn't actually matter about antenna size and RT (yes another niggle about RT) treats antennas as truly omni) add more antennas to get more range.