Probably fixed the flickering lines by only checking one relay per inactive vessel, and by setting BestVesselRelay per vessel in RelayDatabase.
[AntennaRange.git] / AntennaRelay.cs
blob:a/AntennaRelay.cs -> blob:b/AntennaRelay.cs
--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -37,8 +37,8 @@
 	/// </summary>
 	public class AntennaRelay
 	{
-		public static readonly System.Diagnostics.Stopwatch searchTimer = new System.Diagnostics.Stopwatch();
-		public const long millisecondsBetweenSearches = 125L;
+		private static readonly System.Diagnostics.Stopwatch searchTimer = new System.Diagnostics.Stopwatch();
+		private const long millisecondsBetweenSearches = 125L;
 
 		// We don't have a Bard, so we'll hide Kerbin here.
 		private static CelestialBody _Kerbin;
@@ -629,7 +629,9 @@
 			#if DEBUG
 			} catch (Exception ex) {
 				log.AppendFormat("\nCaught {0}: {1}\n{2}", ex.GetType().FullName, ex.ToString(), ex.StackTrace);
+			#if QUIT_ON_EXCEPTION
 				UnityEngine.Application.Quit();
+			#endif
 			} finally {
 			#endif
 			log.Print(false);