I've modified Dan's thoughts above, coming up with a rule I'm going to use in my game.
Consider this....
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COMMUNICATION RANGE
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Range - A starship comm's range is measured in range bands of one-half light second, and the base range for any starship is a number of these range bands equal to the ship's computer model number.
Comm Range = Computer Model Number x 150,000 km
Thus, a ship with a Model/1 computer has a comm range of 150,000 km. A ship with a Model-3 computer has a comm range of 450,000 km.
Typically, in a Traveller game, this base range can be used to determine if a ship is within comm distance of another vessel/planet/station/whatever.
A skilled comm operator, though, can coax more gain out of the ship's receivers if he is successful on a task:
Communications/EDU or Ship's TL/+2
This is a ROUTINE UGM task roll (in normal CT terms, this roll is: Roll 6+ on 2D using Communications skill as a DM).
If this task fails, comm range is restricted to the comm's base range.
If this task succeeds, comm range is increased by one-half light second (add 150,000 km to range).
For every two points rolled over the task target number, add another one-half light second range band to the comm's range.
Situational modifiers may apply to this roll. Comm Relays, Comm Beacons, and Comm Buoys all may add a positive DM to the roll. Some starports are responsible for powerful transmission signals, or aid may be had by communication satellites. Sunspots, or a planet's atmosphere may provide comm interference, etc.
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Example
The ADROIT PURSUIT is engaged with a pirate vessel in the Patinir asteroid belt. The ship's navigator sends out a Signal GK.
The PURSUIT has a Model/1 computer, therefore, base comm range is 150,000 km. But, the PURSUIT's captain, wants the SOS to be as strong and as "loud" as possible, increasing the chance their cry for help will be heard by a passing vessel.
The navigator makes the roll:
Communications/EDU or Ship's TL/+2
Since the "corridor" (the standard approach pattern for Patinir's Station "C") is lined with comm relays attached some some of the asteroids, the GM allows a positive DM on this roll equal to 1D. He rolls and gets a "6", meaning that a +6 DM situational modifier is used on this roll.
The Navigator rolls the task, and when all DMs are applied, the total of the throw is 15.
This means that comm range is extended 3 range bands (due, mainly, to the relay comm repeaters).
The ship's SOS can be picked up out to 600,000 km (two light seconds).