AntennaRelay: Move all variable declarations outside the loop, just in case.
AntennaRelay: Move all variable declarations outside the loop, just in case.

--- a/ARFlightController.cs
+++ b/ARFlightController.cs
@@ -153,11 +153,6 @@
 
 			GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
 			GameEvents.onVesselChange.Add(this.onVesselChange);
-		}
-
-		private void Start()
-		{
-			this.mapRenderer = MapView.MapCamera.gameObject.AddComponent<ARMapRenderer>();
 		}
 
 		private void FixedUpdate()
@@ -216,6 +211,11 @@
 
 		private void Update()
 		{
+			if (MapView.MapIsEnabled && this.mapRenderer == null)
+			{
+				this.mapRenderer = MapView.MapCamera.gameObject.AddComponent<ARMapRenderer>();
+			}
+
 			if (this.toolbarButton != null)
 			{
 				this.toolbarButton.Enabled = MapView.MapIsEnabled;

--- a/ARMapRenderer.cs
+++ b/ARMapRenderer.cs
@@ -66,18 +66,9 @@
 		{
 			get
 			{
-				if (this.vesselLineRenderers == null)
-				{
-					this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
-				}
-
 				LineRenderer lr;
 
-				if (this.vesselLineRenderers.TryGetValue(idx, out lr))
-				{
-					return lr;
-				}
-				else
+				if (!this.vesselLineRenderers.TryGetValue(idx, out lr))
 				{
 					GameObject obj = new GameObject();
 					obj.layer = 31;
@@ -92,6 +83,8 @@
 
 					return lr;
 				}
+
+				return lr;
 			}
 		}
 		#endregion
@@ -116,7 +109,7 @@
 		{
 			if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines)
 			{
-				this.Cleanup();
+				this.Cleanup(!HighLogic.LoadedSceneIsFlight);
 
 				return;
 			}
@@ -200,7 +193,7 @@
 			catch (Exception ex)
 			{
 				this.LogError("Caught {0}: {1}\n{2}\n", ex.GetType().Name, ex.ToString(), ex.StackTrace.ToString());
-				this.Cleanup();
+				this.Cleanup(false);
 			}
 			#if DEBUG
 			finally
@@ -235,7 +228,7 @@
 
 		private void OnDestroy()
 		{
-			this.Cleanup();
+			this.Cleanup(true);
 
 			this.Log("Destroyed");
 		}
@@ -337,7 +330,7 @@
 			log.AppendFormat("\n\t\t\t...finished segment in {0} ms", timer.ElapsedMilliseconds - relayStart);
 		}
 
-		private void Cleanup()
+		private void Cleanup(bool freeObjects)
 		{
 			if (this.vesselLineRenderers != null && this.vesselLineRenderers.Count > 0)
 			{
@@ -348,9 +341,17 @@
 				{
 					lineRenderer = enumerator.Current;
 					lineRenderer.enabled = false;
-					GameObject.Destroy(lineRenderer.gameObject);
-				}
-				this.vesselLineRenderers.Clear();
+
+					if (freeObjects)
+					{
+						GameObject.Destroy(lineRenderer.gameObject);
+					}
+				}
+
+				if (freeObjects)
+				{
+					this.vesselLineRenderers.Clear();
+				}
 			}
 		}
 		#endregion

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -237,6 +237,23 @@
 			try {
 			#endif
 
+			// Declare a bunch of variables we'll be using.
+			CelestialBody bodyOccludingBestOccludedRelay = null;
+			IAntennaRelay needle;
+
+			double nearestRelaySqrQuotient = double.PositiveInfinity;
+			double bestOccludedSqrQuotient = double.PositiveInfinity;
+
+			double potentialSqrDistance;
+			double maxLinkSqrDistance;
+			double potentialSqrQuotient;
+
+			double kerbinSqrDistance;
+			double kerbinSqrQuotient;
+
+			bool isCircular;
+			int iterCount;
+
 			// Blank everything we're trying to find before the search.
 			this.firstOccludingBody = null;
 			this.bestOccludedRelay = null;
@@ -245,17 +262,6 @@
 
 			// Default to KerbinDirect = true in case something in here doesn't work right.
 			this.KerbinDirect = true;
-
-			CelestialBody bodyOccludingBestOccludedRelay = null;
-			IAntennaRelay needle;
-
-			// double nearestRelaySqrDistance = double.PositiveInfinity;
-			// double bestOccludedSqrDistance = double.PositiveInfinity;
-
-			// double maxTransmitSqrDistance = double.NegativeInfinity;
-
-			double nearestRelaySqrQuotient = double.PositiveInfinity;
-			double bestOccludedSqrQuotient = double.PositiveInfinity;
 
 			/*
 			 * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too
@@ -329,11 +335,10 @@
 
 				// Find the distance from here to the vessel...
 				log.Append("\n\tgetting distance to potential vessel");
-				double potentialSqrDistance = this.sqrDistanceTo(potentialVessel);
+				potentialSqrDistance = this.sqrDistanceTo(potentialVessel);
 				log.Append("\n\tgetting best vessel relay");
 
 				log.Append("\n\tgetting max link distance to potential relay");
-				double maxLinkSqrDistance;
 
 				if (ARConfiguration.UseAdditiveRanges)
 				{
@@ -346,7 +351,7 @@
 
 				log.AppendFormat("\n\tmax link distance: {0}", maxLinkSqrDistance);
 
-				double potentialSqrQuotient = potentialSqrDistance / maxLinkSqrDistance;
+				potentialSqrQuotient = potentialSqrDistance / maxLinkSqrDistance;
 
 				#if BENCH
 				startLOSVesselTicks = performanceTimer.ElapsedTicks;
@@ -435,9 +440,9 @@
 					#endif
 
 					needle = potentialBestRelay;
-					bool isCircular = false;
-
-					int iterCount = 0;
+					isCircular = false;
+
+					iterCount = 0;
 					while (needle != null)
 					{
 						iterCount++;
@@ -521,10 +526,8 @@
 
 			CelestialBody bodyOccludingKerbin = null;
 
-			double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
+			kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
 			kerbinSqrDistance *= kerbinSqrDistance;
-
-			double kerbinSqrQuotient;
 
 			if (ARConfiguration.UseAdditiveRanges)
 			{