Added a Config option for the pretty lines; now cleaning up pretty lines if there's an exception, slowed down updates a bit.
Added a Config option for the pretty lines; now cleaning up pretty lines if there's an exception, slowed down updates a bit.

--- a/ARConfiguration.cs
+++ b/ARConfiguration.cs
@@ -37,6 +37,12 @@
 			private set;
 		}
 
+		public static bool PrettyLines
+		{
+			get;
+			private set;
+		}
+
 		private bool showConfigWindow;
 		private Rect configWindowPos;
 
@@ -80,6 +86,8 @@
 				this.LoadConfigValue("requireConnectionForControl", false);
 
 			ARConfiguration.FixedPowerCost = this.LoadConfigValue("fixedPowerCost", false);
+
+			ARConfiguration.PrettyLines = this.LoadConfigValue("drawPrettyLines", true);
 
 			GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
 
@@ -184,6 +192,17 @@
 
 			GUILayout.EndHorizontal();
 
+			GUILayout.BeginHorizontal();
+
+			bool prettyLines = GUITools.Toggle(ARConfiguration.PrettyLines, "Draw Pretty Lines");
+			if (prettyLines != ARConfiguration.PrettyLines)
+			{
+				ARConfiguration.PrettyLines = prettyLines;
+				this.SaveConfigValue("drawPrettyLines", prettyLines);
+			}
+
+			GUILayout.EndHorizontal();
+
 			if (requireLineOfSight)
 			{
 				GUILayout.BeginHorizontal();

--- a/ARMapRenderer.cs
+++ b/ARMapRenderer.cs
@@ -73,13 +73,16 @@
 		#region MonoBehaviour Lifecycle
 		private void Awake()
 		{
-			this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
-			this.vesselFrameCache = new Dictionary<Guid, bool>();
+			if (ARConfiguration.PrettyLines)
+			{
+				this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
+				this.vesselFrameCache = new Dictionary<Guid, bool>();
+			}
 		}
 
 		private void OnPreCull()
 		{
-			if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled)
+			if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines)
 			{
 				this.Cleanup();
 
@@ -167,10 +170,16 @@
 					}
 				}
 			}
+			catch (Exception)
+			{
+				this.Cleanup();
+			}
+			#if DEBUG
 			finally
 			{
 				log.Print();
 			}
+			#endif
 		}
 
 		private void OnDestroy()
@@ -183,82 +192,71 @@
 
 		private void SetRelayVertices(IAntennaRelay relay)
 		{
-			do
-			{
-				if (this.vesselFrameCache.ContainsKey(relay.vessel.id))
-				{
-					break;
-				}
-
-				LineRenderer renderer = this[relay.vessel.id];
-
-				Vector3d start;
-				Vector3d end;
-
-				renderer.enabled = true;
-
-				if (!relay.CanTransmit())
-				{
-					renderer.SetColors(Color.red, Color.red);
+			if (relay == null)
+			{
+				return;
+			}
+
+			LineRenderer renderer = this[relay.vessel.id];
+
+			Vector3d start;
+			Vector3d end;
+
+			renderer.enabled = true;
+
+			if (!relay.CanTransmit())
+			{
+				renderer.SetColors(Color.red, Color.red);
+			}
+			else
+			{
+				if (relay.transmitDistance < relay.nominalTransmitDistance)
+				{
+					renderer.SetColors(Color.green, Color.green);
 				}
 				else
 				{
-					if (relay.transmitDistance < relay.nominalTransmitDistance)
-					{
-						renderer.SetColors(Color.green, Color.green);
-					}
-					else
-					{
-						renderer.SetColors(Color.yellow, Color.yellow);
-					}
-				}
-
-				start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D());
-
-				if (relay.KerbinDirect)
-				{
-					end = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
-				}
-				else
-				{
-					if (relay.firstOccludingBody != null && relay.bestOccludedRelay != null)
-					{
-						end = ScaledSpace.LocalToScaledSpace(relay.bestOccludedRelay.vessel.GetWorldPos3D());
-					}
-					else
-					{
-						end = ScaledSpace.LocalToScaledSpace(relay.nearestRelay.vessel.GetWorldPos3D());
-					}
-				}
-
-				float lineWidth;
-
-				if (MapView.Draw3DLines)
-				{
-					lineWidth = 0.004f * MapView.MapCamera.Distance;
-				}
-				else
-				{
-					lineWidth = 1f;
-
-					start = MapView.MapCamera.camera.WorldToScreenPoint(start);
-					end = MapView.MapCamera.camera.WorldToScreenPoint(end);
-
-					float d = Screen.height / 2f + 0.01f;
-					start.z = start.z >= 0f ? d : -d;
-					end.z = end.z >= 0f ? d : -d;
-				}
-
-				renderer.SetWidth(lineWidth, lineWidth);
-
-				renderer.SetPosition(0, start);
-				renderer.SetPosition(1, end);
-
-				this.vesselFrameCache[relay.vessel.id] = true;
-
-				relay = relay.nearestRelay;
-			}
-			while (relay != null);
+					renderer.SetColors(Color.yellow, Color.yellow);
+				}
+			}
+
+			start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D());
+
+			if (relay.KerbinDirect)
+			{
+				end = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
+			}
+			else
+			{
+				if (relay.targetRelay == null)
+				{
+					return;
+				}
+				end = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D());
+			}
+
+			float lineWidth;
+
+			if (MapView.Draw3DLines)
+			{
+				lineWidth = 0.004f * MapView.MapCamera.Distance;
+			}
+			else
+			{
+				lineWidth = 1f;
+
+				start = MapView.MapCamera.camera.WorldToScreenPoint(start);
+				end = MapView.MapCamera.camera.WorldToScreenPoint(end);
+
+				float d = Screen.height / 2f + 0.01f;
+				start.z = start.z >= 0f ? d : -d;
+				end.z = end.z >= 0f ? d : -d;
+			}
+
+			renderer.SetWidth(lineWidth, lineWidth);
+
+			renderer.SetPosition(0, start);
+			renderer.SetPosition(1, end);
 		}
 
 		public void Cleanup()

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -54,7 +54,8 @@
 			}
 		}
 
-		private IAntennaRelay _nearestRelayCache;
+		protected bool canTransmit;
+
 		protected IAntennaRelay moduleRef;
 
 		protected System.Diagnostics.Stopwatch searchTimer;
@@ -78,25 +79,17 @@
 		/// <value>The nearest relay</value>
 		public IAntennaRelay nearestRelay
 		{
-			get
-			{
-				if (!this.searchTimer.IsRunning ||
-					this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches)
-				{
-					this._nearestRelayCache = this.FindNearestRelay();
-
-					this.searchTimer.Restart();
-				}
-
-				return this._nearestRelayCache;
-			}
-			protected set
-			{
-				this._nearestRelayCache = value;
-			}
+			get;
+			protected set;
 		}
 
 		public IAntennaRelay bestOccludedRelay
+		{
+			get;
+			protected set;
+		}
+
+		public IAntennaRelay targetRelay
 		{
 			get;
 			protected set;
@@ -119,33 +112,16 @@
 		{
 			get
 			{
-				// If there is no available relay nearby...
-				// @DONE TODO: Remove nearestRelay == null
-				double kerbinDistance = this.DistanceTo(Kerbin);
-
-				if (this.nearestRelay != null)
-				{
-					double relayDistance = this.DistanceTo(this.nearestRelay);
-
-					// If our nearest relay is nearer than Kerbin, use its distance.
-					if (relayDistance < kerbinDistance)
-					{
-						this.KerbinDirect = false;
-
-						return relayDistance;
-					}
-				}
-
-				if (this.firstOccludingBody != null && this.bestOccludedRelay != null)
-				{
-					this.KerbinDirect = false;
-					return this.DistanceTo(this.bestOccludedRelay);
-				}
-
-				this.KerbinDirect = true;
-
-				// .. return the distance to Kerbin
-				return kerbinDistance;
+				this.FindNearestRelay();
+
+				if (this.KerbinDirect || this.targetRelay == null)
+				{
+					return this.DistanceTo(Kerbin);
+				}
+				else
+				{
+					return this.DistanceTo(this.targetRelay);
+				}
 			}
 		}
 
@@ -188,94 +164,63 @@
 		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
 		public virtual bool CanTransmit()
 		{
-			CelestialBody fob = null;
-
-			// @DONE TODO: Remove nearestRelay == null
-			// Because we're correctly falling back to Kerbin in transmitDistance the first test should always fail
-			// when we're out of range of anything, and the second will fail when LOS is blocked (and enforced).
-
-			Tools.PostDebugMessage(this.moduleRef, "Checking if CanTransmit with maxTransmitDistance={0}" +
-				"\n\ttransmitDistance={1}; KerbinDirect={2}, nearestRelay={3}, bestOccludedRelay={4}",
-				this.maxTransmitDistance, this.transmitDistance, this.KerbinDirect,
-				this.nearestRelay, this.bestOccludedRelay
-			);
-
-			// If our transmit distance is greater than our maximum range, we can't transmit and it doesn't matter why.
-			if (this.transmitDistance > this.maxTransmitDistance)
-			{
-				this.firstOccludingBody = null;
-				return false;
-			}
-			// ...if we're in range...
+			this.FindNearestRelay();
+			return this.canTransmit;
+		}
+
+		/// <summary>
+		/// Finds the nearest relay.
+		/// </summary>
+		/// <returns>The nearest relay or null, if no relays in range.</returns>
+		private void FindNearestRelay()
+		{
+			if (!this.searchTimer.IsRunning || this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches)
+			{
+				this.searchTimer.Reset();
+			}
 			else
 			{
-				// ...check for LOS problems...
-				if (
-					ARConfiguration.RequireLineOfSight
-					&& this.KerbinDirect &&
-					!this.vessel.hasLineOfSightTo(Kerbin, out fob, ARConfiguration.RadiusRatio)
-				)
-				{
-					this.firstOccludingBody = fob;
-					return false;
-				}
-
-				this.firstOccludingBody = null;
-				return true;
-			}
-		}
-
-		/// <summary>
-		/// Finds the nearest relay.
-		/// </summary>
-		/// <returns>The nearest relay or null, if no relays in range.</returns>
-		private IAntennaRelay FindNearestRelay()
-		{
-			/*if (this.searchTimer.IsRunning && this.searchTimer.ElapsedMilliseconds < this.millisecondsBetweenSearches)
-			{
-				return this.nearestRelay;
-			}
-
-			if (this.searchTimer.IsRunning)
-			{
-				this.searchTimer.Stop();
-				this.searchTimer.Reset();
-			}
-
-			this.searchTimer.Start();*/
-
-			Tools.PostDebugMessage(string.Format(
-				"{0}: finding nearest relay for {1} ({2})",
-				this.GetType().Name,
-				this,
-				this.vessel.id
-			));
-
+				return;
+			}
+
+			// Skip vessels that have already been checked for a nearest relay this pass.
+			if (RelayDatabase.Instance.CheckedVesselsTable.ContainsKey(this.vessel.id))
+			{
+				return;
+			}
+
+			if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+			{
+				Tools.PostLogMessage(string.Format(
+					"{0}: finding nearest relay for {1}",
+					this.GetType().Name,
+					this.ToString()
+				));
+			}
+
+			// Set this vessel as checked, so that we don't check it again.
+			RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
+
+			// Blank everything we're trying to find before the search.
 			this.firstOccludingBody = null;
 			this.bestOccludedRelay = null;
-
-			// Set this vessel as checked, so that we don't check it again.
-			RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
-
-			double nearestSqrDistance = double.PositiveInfinity;
+			this.targetRelay = null;
+			this.nearestRelay = null;
+
+			CelestialBody bodyOccludingBestOccludedRelay = null;
+
+			double nearestRelaySqrDistance = double.PositiveInfinity;
 			double bestOccludedSqrDistance = double.PositiveInfinity;
-
-			IAntennaRelay _nearestRelay = null;
+			double maxTransmitSqrDistance = this.maxTransmitDistance * this.maxTransmitDistance;
 
 			/*
 			 * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too
 			 * far away.  When we find a candidate, get through its antennae for relays which have not been checked yet
-			 * and that can transmit.  Once we find a suitable candidate, assign it to _nearestRelay for comparison
+			 * and that can transmit.  Once we find a suitable candidate, assign it to nearestRelay for comparison
 			 * against future finds.
 			 * */
 			foreach (Vessel potentialVessel in FlightGlobals.Vessels)
 			{
-				// Skip vessels that have already been checked for a nearest relay this pass.
-				if (RelayDatabase.Instance.CheckedVesselsTable.ContainsKey(potentialVessel.id))
-				{
-					continue;
-				}
-
 				// Skip vessels of the wrong type.
 				switch (potentialVessel.vesselType)
 				{
@@ -298,9 +243,9 @@
 				// Find the distance from here to the vessel...
 				double potentialSqrDistance = this.sqrDistanceTo(potentialVessel);
 
+				CelestialBody fob = null;
+
 				// Skip vessels to which we do not have line of sight.
-				CelestialBody fob = null;
-
 				if (
 					ARConfiguration.RequireLineOfSight &&
 					!this.vessel.hasLineOfSightTo(potentialVessel, out fob, ARConfiguration.RadiusRatio)
@@ -308,46 +253,58 @@
 				{
 					this.firstOccludingBody = fob;
 
-					Tools.PostDebugMessage(
-						this,
-						"Vessel {0} discarded because we do not have line of sight." +
-						"\npotentialSqrDistance: {1}, bestOccludedSqrDistance: {2}, maxTransmitSqrDistance: {3}" +
-						"\npotentialSqrDistance < bestOccludedSqrDistance: {4}" +
-						"\npotentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance): {5}",
-						potentialVessel.vesselName,
-						potentialSqrDistance, bestOccludedSqrDistance, this.maxTransmitDistance * this.maxTransmitDistance,
-						potentialSqrDistance < bestOccludedSqrDistance,
-						potentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance)
-					);
+					if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+					{
+						Tools.PostLogMessage("{6}: Vessel {0} discarded because we do not have line of sight." +
+							"\npotentialSqrDistance: {1}, bestOccludedSqrDistance: {2}, maxTransmitSqrDistance: {3}" +
+							"\npotentialSqrDistance < bestOccludedSqrDistance: {4}" +
+							"\npotentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance): {5}",
+							potentialVessel.vesselName,
+							potentialSqrDistance, bestOccludedSqrDistance, this.maxTransmitDistance * this.maxTransmitDistance,
+							potentialSqrDistance < bestOccludedSqrDistance,
+							potentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance),
+							this.ToString()
+						);
+					}
 
 					if (
 						(potentialSqrDistance < bestOccludedSqrDistance) &&
-						(potentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance))
+						(potentialSqrDistance < maxTransmitSqrDistance)
 					)
 					{
-						Tools.PostDebugMessage(
-							this,
-							"Checking {0} relays on {1}.",
-							potentialVessel.GetAntennaRelays().Count(),
-							potentialVessel
-						);
+						if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+						{
+							Tools.PostLogMessage("{0}: Checking {1} relays on {2}.",
+								this.ToString(),
+								potentialVessel.GetAntennaRelays().Count(),
+								potentialVessel
+							);
+						}
 
 						foreach (IAntennaRelay occludedRelay in potentialVessel.GetAntennaRelays())
 						{
-							Tools.PostDebugMessage(this, "Checking candidate for bestOccludedRelay: {0}" +
-								"\n\tCanTransmit: {1}", occludedRelay, occludedRelay.CanTransmit());
+							if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+							{
+								Tools.PostLogMessage(this.ToString() +  " Checking candidate for bestOccludedRelay: {0}" +
+									"\n\tCanTransmit: {1}", occludedRelay, occludedRelay.CanTransmit());
+							}
+
 							if (occludedRelay.CanTransmit())
 							{
 								this.bestOccludedRelay = occludedRelay;
-								this.firstOccludingBody = fob;
+								bodyOccludingBestOccludedRelay = fob;
 								bestOccludedSqrDistance = potentialSqrDistance;
-								Tools.PostDebugMessage(this, "Found new bestOccludedRelay: {0}" +
-									"\nfirstOccludingBodoy: {1}" +
-									"\nbestOccludedSqrDistance: {2}",
-									occludedRelay,
-									fob,
-									potentialSqrDistance
-								);
+
+								if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+								{
+									Tools.PostLogMessage(this.ToString() + " Found new bestOccludedRelay: {0}" +
+										"\nfirstOccludingBody: {1}" +
+										"\nbestOccludedSqrDistance: {2}",
+										occludedRelay,
+										fob,
+										potentialSqrDistance
+									);
+								}
 								break;
 							}
 						}
@@ -359,39 +316,201 @@
 				/*
 				 * ...so that we can skip the vessel if it is further away than a vessel we've already checked.
 				 * */
-				if (potentialSqrDistance > nearestSqrDistance)
-				{
-					Tools.PostDebugMessage(
-						this,
-						"Vessel {0} discarded because it is out of range, or farther than another relay.",
-						potentialVessel.vesselName
-					);
+				if (potentialSqrDistance > nearestRelaySqrDistance)
+				{
+					if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+					{
+						Tools.PostLogMessage("{0}: Vessel {1} discarded because it is out of range, or farther than another relay.",
+							this.ToString(),
+							potentialVessel.vesselName
+						);
+					}
 					continue;
 				}
 
-				nearestSqrDistance = potentialSqrDistance;
+				nearestRelaySqrDistance = potentialSqrDistance;
 
 				foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays())
 				{
-					if (potentialRelay.CanTransmit())
-					{
-						_nearestRelay = potentialRelay;
-						Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})",
-							this.GetType().Name,
-							_nearestRelay.ToString(),
-							_nearestRelay.vessel.id
-						));
+					if (potentialRelay.CanTransmit() && potentialRelay.targetRelay != this)
+					{
+						this.nearestRelay = potentialRelay;
+
+						if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+						{
+							Tools.PostLogMessage(string.Format("{0}: found new best relay {1} ({2})",
+								this.ToString(),
+								this.nearestRelay.ToString(),
+								this.nearestRelay.vessel.id
+							));
+						}
 						break;
 					}
 				}
 			}
+
+			CelestialBody bodyOccludingKerbin = null;
+
+			double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
+			kerbinSqrDistance *= kerbinSqrDistance;
+
+			System.Text.StringBuilder log = new System.Text.StringBuilder();
+
+			log.AppendFormat("{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name);
+
+			// If we don't have LOS to Kerbin, focus on relays
+			if (!this.vessel.hasLineOfSightTo(Kerbin, out bodyOccludingKerbin, ARConfiguration.RadiusRatio))
+			{
+				log.AppendFormat("\n\tKerbin LOS is blocked by {0}.", bodyOccludingKerbin.bodyName);
+
+				// nearestRelaySqrDistance will be infinity if all relays are occluded or none exist.
+				// Therefore, this will only be true if a valid relay is in range.
+				if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
+				{
+					log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).",
+						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+							nearestRelaySqrDistance, maxTransmitSqrDistance);
+
+					this.KerbinDirect = false;
+					this.canTransmit = true;
+					this.targetRelay = this.nearestRelay;
+				}
+				// If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway
+				else
+				{
+					log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).",
+						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+							nearestRelaySqrDistance, maxTransmitSqrDistance);
+
+					this.canTransmit = false;
+
+					// If the best occluded relay is closer than Kerbin, target it.
+					if (bestOccludedSqrDistance < kerbinSqrDistance)
+					{
+						log.AppendFormat("\n\t\tPicking occluded relay {0} as target ({1} < {2}).",
+							this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(),
+							bestOccludedSqrDistance, kerbinSqrDistance);
+
+						this.KerbinDirect = false;
+						this.targetRelay = this.bestOccludedRelay;
+						this.firstOccludingBody = bodyOccludingBestOccludedRelay;
+					}
+					// Otherwise, target Kerbin and report the first body blocking it.
+					else
+					{
+						log.AppendFormat("\n\t\tPicking Kerbin as target ({0} >= {1}).",
+							bestOccludedSqrDistance, kerbinSqrDistance);
+
+						this.KerbinDirect = true;
+						this.targetRelay = null;
+						this.firstOccludingBody = bodyOccludingKerbin;
+					}
+				}
+			}
+			// If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin
+			else
+			{
+				log.AppendFormat("\n\tKerbin is in LOS.");
+
+				// If the nearest relay is closer than Kerbin and in range, transmit to it.
+				if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
+				{
+					log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).",
+						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+							nearestRelaySqrDistance, maxTransmitSqrDistance);
+
+					this.canTransmit = true;
+
+					// If the nearestRelay is closer than Kerbin, use it.
+					if (nearestRelaySqrDistance < kerbinSqrDistance)
+					{
+						log.AppendFormat("\n\tPicking relay {0} over Kerbin ({1} < {2}).",
+							this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+							nearestRelaySqrDistance, kerbinSqrDistance);
+
+						this.KerbinDirect = false;
+						this.targetRelay = this.nearestRelay;
+					}
+					// Otherwise, Kerbin is closer, so use it.
+					else
+					{
+						log.AppendFormat("\n\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).",
+							this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+								nearestRelaySqrDistance, kerbinSqrDistance);
+
+						this.KerbinDirect = true;
+						this.targetRelay = null;
+					}
+				}
+				// If the nearest relay is out of range, we still need to check on Kerbin.
+				else
+				{
+					log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).",
+						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
+							nearestRelaySqrDistance, maxTransmitSqrDistance);
+
+					// If Kerbin is in range, use it.
+					if (kerbinSqrDistance <= maxTransmitSqrDistance)
+					{
+						log.AppendFormat("\n\tCan transmit to Kerbin ({0} <= {1}).",
+							kerbinSqrDistance, maxTransmitSqrDistance);
+
+						this.canTransmit = true;
+						this.KerbinDirect = true;
+						this.targetRelay = null;
+					}
+					// If Kerbin is out of range and the nearest relay is out of range, pick a second best between
+					// Kerbin and bestOccludedRelay
+					else
+					{
+						log.AppendFormat("\n\tCan't transmit to Kerbin ({0} > {1}).",
+							kerbinSqrDistance, maxTransmitSqrDistance);
+
+						this.canTransmit = false;
+
+						// If the best occluded relay is closer than Kerbin, use it.
+						// Since bestOccludedSqrDistance is infinity if there are no occluded relays,
+						// this is safe
+						if (bestOccludedSqrDistance < kerbinSqrDistance)
+						{
+							log.AppendFormat("\n\t\tPicking occluded relay {0} as target ({1} < {2}).",
+								this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(),
+									bestOccludedSqrDistance, kerbinSqrDistance);
+
+							this.KerbinDirect = false;
+							this.targetRelay = bestOccludedRelay;
+							this.firstOccludingBody = bodyOccludingBestOccludedRelay;
+						}
+						// Otherwise, target Kerbin.  Since we have LOS, blank the first occluding body.
+						else
+						{
+							log.AppendFormat("\n\t\tPicking Kerbin as target ({0} >= {1}).",
+								bestOccludedSqrDistance, kerbinSqrDistance);
+
+							this.KerbinDirect = true;
+							this.targetRelay = null;
+							this.firstOccludingBody = null;
+						}
+					}
+				}
+			}
+
+			log.AppendFormat("\n{0}: Status determination complete.", this.ToString());
+
+			Tools.PostLogMessage(log.ToString());
 
 			// Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be
 			// used next time.
 			RelayDatabase.Instance.CheckedVesselsTable.Remove(vessel.id);
-
-			// Return the nearest available relay, or null if there are no available relays nearby.
-			return _nearestRelay;
+		}
+
+		public override string ToString()
+		{
+			if (this is ProtoAntennaRelay)
+			{
+				return (this as ProtoAntennaRelay).ToString();
+			}
+			return this.moduleRef.ToString();
 		}
 
 		/// <summary>
@@ -403,7 +522,7 @@
 			this.moduleRef = module;
 
 			this.searchTimer = new System.Diagnostics.Stopwatch();
-			this.millisecondsBetweenSearches = 1250;
+			this.millisecondsBetweenSearches = 125;
 		}
 	}
 }

--- a/IAntennaRelay.cs
+++ b/IAntennaRelay.cs
@@ -46,6 +46,8 @@
 
 		IAntennaRelay bestOccludedRelay { get; }
 
+		IAntennaRelay targetRelay { get; }
+
 		/// <summary>
 		/// Gets the distance to the nearest relay or Kerbin, whichever is closer.
 		/// </summary>
@@ -84,6 +86,10 @@
 		/// </summary>
 		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
 		bool CanTransmit();
+
+		string ToString();
+
+		string Title { get; }
 	}
 }
 

--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -121,7 +121,19 @@
 		{
 			get
 			{
-				return base.vessel;
+				if (base.vessel != null)
+				{
+					return base.vessel;
+				}
+				else if (this.part != null)
+				{
+					return this.part.vessel;
+				}
+
+				else
+				{
+					return null;
+				}
 			}
 		}
 
@@ -148,6 +160,19 @@
 				}
 
 				return this.relay.bestOccludedRelay;
+			}
+		}
+
+		public IAntennaRelay targetRelay
+		{
+			get
+			{
+				if (this.relay == null)
+				{
+					return null;
+				}
+
+				return this.relay.targetRelay;
 			}
 		}
 
@@ -283,6 +308,19 @@
 			}
 		}
 
+		public string Title
+		{
+			get
+			{
+				if (this.part != null && this.part.partInfo != null)
+				{
+					return this.part.partInfo.title;
+				}
+
+				return string.Empty;
+			}
+		}
+
 		/*
 		 * Methods
 		 * */
@@ -638,18 +676,11 @@
 
 				if (this.KerbinDirect)
 				{
-					if (this.relay.bestOccludedRelay != null)
-					{
-						this.UIrelayTarget = this.relay.bestOccludedRelay.ToString();
-					}
-					else
-					{
-						this.UIrelayTarget = "Kerbin";
-					}
+					this.UIrelayTarget = AntennaRelay.Kerbin.bodyName;
 				}
 				else
 				{
-					this.UIrelayTarget = this.relay.nearestRelay.ToString();
+					this.UIrelayTarget = this.targetRelay.ToString();
 				}
 			}
 		}
@@ -680,6 +711,16 @@
 			{
 				msg.Append(" on ");
 				msg.Append(vessel.vesselName);
+			}
+			else if (
+				this.part != null &&
+				this.part.protoPartSnapshot != null &&
+				this.part.protoPartSnapshot != null &&
+				this.part.protoPartSnapshot.pVesselRef != null
+			)
+			{
+				msg.Append(" on ");
+				msg.Append(this.part.protoPartSnapshot.pVesselRef.vesselName);
 			}
 
 			return msg.ToString();

--- a/ProtoAntennaRelay.cs
+++ b/ProtoAntennaRelay.cs
@@ -85,11 +85,16 @@
 		/// Gets the underlying part's title.
 		/// </summary>
 		/// <value>The title.</value>
-		public string title
+		public string Title
 		{
 			get
 			{
-				return this.protoPart.partInfo.title;
+				if (this.protoPart != null && this.protoPart.partInfo != null)
+				{
+					return this.protoPart.partInfo.title;
+				}
+
+				return string.Empty;
 			}
 		}
 
@@ -101,7 +106,7 @@
 				Tools.PostDebugMessage(string.Format(
 					"{0}: {1} on {2} cannot transmit: {3}",
 					this.GetType().Name,
-					this.title,
+					this.Title,
 					this.vessel.vesselName,
 					Enum.GetName(typeof(PartStates), partState)
 				));
@@ -114,7 +119,7 @@
 		{
 			return string.Format(
 				"{0} on {1}",
-				this.title,
+				this.Title,
 				this.protoPart.pVesselRef.vesselName
 			);
 		}

--- a/RelayExtensions.cs
+++ b/RelayExtensions.cs
@@ -89,7 +89,7 @@
 		/// <param name="vessel">This <see cref="Vessel"/></param>
 		public static IEnumerable<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
 		{
-			return RelayDatabase.Instance[vessel].Values.ToList();
+			return RelayDatabase.Instance[vessel].Values.ToList().AsReadOnly();
 		}
 
 		/// <summary>