AntennaRelay: Bail out of the circularization test if the number of iterations exceeds the number of vessels, and assume that such an error case means the path is circular.
AntennaRelay: Bail out of the circularization test if the number of iterations exceeds the number of vessels, and assume that such an error case means the path is circular.

--- a/ARFlightController.cs
+++ b/ARFlightController.cs
@@ -40,7 +40,7 @@
 	public class ARFlightController : MonoBehaviour
 	{
 		#region Fields
-		private Dictionary<ConnectionStatus, string> connectionTextures;
+		private Dictionary<ConnectionStatus, string> toolbarTextures;
 		private Dictionary<ConnectionStatus, Texture> appLauncherTextures;
 
 		private ARMapRenderer mapRenderer;
@@ -64,7 +64,7 @@
 		{
 			get
 			{
-				return this.connectionTextures[this.currentConnectionStatus];
+				return this.toolbarTextures[this.currentConnectionStatus];
 			}
 		}
 
@@ -126,11 +126,11 @@
 
 			this.updateTimer = new System.Diagnostics.Stopwatch();
 
-			this.connectionTextures = new Dictionary<ConnectionStatus, string>();
-
-			this.connectionTextures[ConnectionStatus.None] = "AntennaRange/Textures/toolbarIconNoConnection";
-			this.connectionTextures[ConnectionStatus.Suboptimal] = "AntennaRange/Textures/toolbarIconSubOptimal";
-			this.connectionTextures[ConnectionStatus.Optimal] = "AntennaRange/Textures/toolbarIcon";
+			this.toolbarTextures = new Dictionary<ConnectionStatus, string>();
+
+			this.toolbarTextures[ConnectionStatus.None] = "AntennaRange/Textures/toolbarIconNoConnection";
+			this.toolbarTextures[ConnectionStatus.Suboptimal] = "AntennaRange/Textures/toolbarIconSubOptimal";
+			this.toolbarTextures[ConnectionStatus.Optimal] = "AntennaRange/Textures/toolbarIcon";
 
 			this.appLauncherTextures = new Dictionary<ConnectionStatus, Texture>();
 
@@ -145,7 +145,7 @@
 			{
 				this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConnectionStatus");
 
-				this.toolbarButton.TexturePath = this.connectionTextures[ConnectionStatus.None];
+				this.toolbarButton.TexturePath = this.toolbarTextures[ConnectionStatus.None];
 				this.toolbarButton.Text = "AntennaRange";
 				this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.FLIGHT);
 				this.toolbarButton.Enabled = false;

--- a/ARMapRenderer.cs
+++ b/ARMapRenderer.cs
@@ -2,7 +2,7 @@
 //
 // ARMapRenderer.cs
 //
-// Copyright © 2014, toadicus
+// Copyright © 2014-2015, toadicus
 // All rights reserved.
 //
 // Redistribution and use in source and binary forms, with or without modification,

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -331,8 +331,11 @@
 					needle = potentialBestRelay;
 					bool isCircular = false;
 
+					int iterCount = 0;
 					while (needle != null)
 					{
+						iterCount++;
+
 						if (needle.KerbinDirect)
 						{
 							break;
@@ -345,6 +348,29 @@
 
 						if (needle.targetRelay.vessel == this.vessel || needle == this.moduleRef)
 						{
+							isCircular = true;
+							break;
+						}
+
+						// Avoid infinite loops when we're not catching things right.
+						if (iterCount > FlightGlobals.Vessels.Count)
+						{
+							Tools.PostErrorMessage(
+								"[{0}] iterCount exceeded while checking for circular network; assuming it is circular" +
+								"\n\tneedle={1}" +
+								"\n\tthis.moduleRef={2}",
+								this,
+								needle == null ? "null" : string.Format(
+									"{0}, needle.KerbinDirect={1}, needle.targetRelay={2}",
+									needle, needle.KerbinDirect, needle.targetRelay == null ? "null" : string.Format(
+										"{0}\n\tneedle.targetRelay.vessel={1}",
+										needle.targetRelay,
+										needle.targetRelay.vessel == null ?
+											"null" : needle.targetRelay.vessel.vesselName
+									)
+								),
+								this.moduleRef == null ? "null" : this.moduleRef.ToString()
+							);
 							isCircular = true;
 							break;
 						}

--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -149,6 +149,14 @@
 				{
 					return this.part.vessel;
 				}
+				else if (
+					this.part.protoPartSnapshot != null &&
+					this.part.protoPartSnapshot.pVesselRef != null &&
+					this.part.protoPartSnapshot.pVesselRef.vesselRef != null
+				)
+				{
+					return this.part.protoPartSnapshot.pVesselRef.vesselRef;
+				}
 				else
 				{
 					this.LogError("Vessel and/or part reference are null, returning null vessel.");
@@ -205,11 +213,8 @@
 		/// </summary>
 		public double maxTransmitDistance
 		{
-			get
-			{
-				// TODO: Cache this in a way that doesn't break everything.
-				return Math.Sqrt(this.maxPowerFactor) * this.nominalRange;
-			}
+			get;
+			protected set;
 		}
 
 		/// <summary>
@@ -370,6 +375,8 @@
 
 			if (state >= StartState.PreLaunch)
 			{
+				this.maxTransmitDistance = Math.Sqrt(this.maxPowerFactor) * this.nominalRange;
+
 				this.relay = new AntennaRelay(this);
 				this.relay.maxTransmitDistance = this.maxTransmitDistance;
 				this.relay.nominalTransmitDistance = this.nominalRange;
@@ -393,6 +400,8 @@
 			base.Fields.Load(node);
 
 			base.OnLoad (node);
+
+			this.maxTransmitDistance = Math.Sqrt(this.maxPowerFactor) * this.nominalRange;
 		}
 
 		/// <summary>
@@ -643,7 +652,6 @@
 					{
 						this.UIrelayStatus = string.Format("Blocked by {0}", this.relay.firstOccludingBody.bodyName);
 					}
-					this.UImaxTransmitDistance = "N/A";
 					this.UIpacketSize = "N/A";
 					this.UIpacketCost = "N/A";
 				}

--- a/Properties/AssemblyInfo.cs
+++ b/Properties/AssemblyInfo.cs
@@ -39,7 +39,7 @@
 // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
 // The form "{Major}.{Minor}.*" will automatically update the build and revision,
 // and "{Major}.{Minor}.{Build}.*" will update just the revision.
-[assembly: AssemblyVersion("1.8.*")]
+[assembly: AssemblyVersion("1.9.*")]
 // The following attributes are used to specify the signing key for the assembly,
 // if desired. See the Mono documentation for more information about signing.
 //[assembly: AssemblyDelaySign(false)]