AntennaRelay: Don't quit on exceptions even in debug mode unless we really want to.
AntennaRelay: Don't quit on exceptions even in debug mode unless we really want to.

--- a/ARConfiguration.cs
+++ b/ARConfiguration.cs
@@ -10,32 +10,59 @@
 
 namespace AntennaRange
 {
+	/// <summary>
+	/// A <see cref="UnityEngine.MonoBehaviour"/> responsible for managing configuration items for AntennaRange.
+	/// </summary>
 	[KSPAddon(KSPAddon.Startup.SpaceCentre, false)]
 	public class ARConfiguration : MonoBehaviour
 	{
+		/// <summary>
+		/// Indicates whether connections require line of sight.
+		/// </summary>
 		public static bool RequireLineOfSight
 		{
 			get;
 			private set;
 		}
 
+		/// <summary>
+		/// A "fudge factor" ratio that pretends planets and moons are slightly smaller than reality to make
+		/// building communication constellations easier.
+		/// </summary>
 		public static double RadiusRatio
 		{
 			get;
 			private set;
 		}
 
+		/// <summary>
+		/// Indicates whether unmanned vessels require a connection for control.
+		/// </summary>
 		public static bool RequireConnectionForControl
 		{
 			get;
 			private set;
 		}
 
+		/// <summary>
+		/// If true, relays will fix their power cost when above nominal range, decreasing data rate instead.
+		/// </summary>
 		public static bool FixedPowerCost
 		{
 			get;
 			private set;
 		}
+
+		/// <summary>
+		/// Indicates whether this AntennaRange will draw pretty lines in map view.
+		/// </summary>
+		public static bool PrettyLines
+		{
+			get;
+			private set;
+		}
+
+#pragma warning disable 1591
 
 		private bool showConfigWindow;
 		private Rect configWindowPos;
@@ -80,6 +107,8 @@
 				this.LoadConfigValue("requireConnectionForControl", false);
 
 			ARConfiguration.FixedPowerCost = this.LoadConfigValue("fixedPowerCost", false);
+
+			ARConfiguration.PrettyLines = this.LoadConfigValue("drawPrettyLines", true);
 
 			GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
 
@@ -184,6 +213,17 @@
 
 			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/ARFlightController.cs
+++ b/ARFlightController.cs
@@ -25,6 +25,8 @@
 // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#pragma warning disable 1591
 
 using KSP;
 using System;
@@ -46,6 +48,9 @@
 		protected IButton toolbarButton;
 
 		protected ApplicationLauncherButton appLauncherButton;
+		protected Tools.DebugLogger log;
+
+		protected System.Diagnostics.Stopwatch updateTimer;
 		#endregion
 
 		#region Properties
@@ -116,6 +121,10 @@
 		protected void Awake()
 		{
 			this.lockID = "ARConnectionRequired";
+
+			this.log = Tools.DebugLogger.New(this);
+
+			this.updateTimer = new System.Diagnostics.Stopwatch();
 
 			this.connectionTextures = new Dictionary<ConnectionStatus, string>();
 
@@ -161,7 +170,7 @@
 				);
 			}
 
-			Tools.DebugLogger log = Tools.DebugLogger.New(this);
+			this.log.Clear();
 
 			VesselCommand availableCommand;
 
@@ -209,71 +218,61 @@
 				// ...unlock the controls.
 				InputLockManager.RemoveControlLock(this.lockID);
 			}
-				
+
+			log.Print();
+		}
+
+		protected void Update()
+		{
+			if (!this.updateTimer.IsRunning || this.updateTimer.ElapsedMilliseconds > 125L)
+			{
+				this.updateTimer.Reset();
+			}
+			else
+			{
+				return;
+			}
+
+			this.log.Clear();
+
 			if (
 				(this.toolbarButton != null || this.appLauncherButton != null) &&
 				HighLogic.LoadedSceneIsFlight &&
 				FlightGlobals.ActiveVessel != null
 			)
 			{
+				Vessel vessel;
+				IAntennaRelay relay;
+				IList<IAntennaRelay> activeVesselRelays;
+
+				for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++)
+				{
+					vessel = FlightGlobals.Vessels[vIdx];
+
+					if (vessel == FlightGlobals.ActiveVessel)
+					{
+						continue;
+					}
+
+					relay = vessel.GetBestRelay();
+
+					if (relay != null)
+					{
+						relay.FindNearestRelay();
+					}
+				}
+
+				activeVesselRelays = RelayDatabase.Instance[FlightGlobals.ActiveVessel];
+				for (int rIdx = 0; rIdx < activeVesselRelays.Count; rIdx++)
+				{
+					relay = activeVesselRelays[rIdx];
+
+					relay.FindNearestRelay();
+				}
+
 				log.Append("Checking vessel relay status.\n");
 
-				List<ModuleLimitedDataTransmitter> relays =
-					FlightGlobals.ActiveVessel.getModulesOfType<ModuleLimitedDataTransmitter>();
-
-				log.AppendFormat("\t...found {0} relays\n", relays.Count);
-
-				bool vesselCanTransmit = false;
-				bool vesselHasOptimalRelay = false;
-
-				foreach (ModuleLimitedDataTransmitter relay in relays)
-				{
-					log.AppendFormat("\tvesselCanTransmit: {0}, vesselHasOptimalRelay: {1}\n",
-						vesselCanTransmit, vesselHasOptimalRelay);
-
-					log.AppendFormat("\tChecking relay {0}\n" +
-						"\t\tCanTransmit: {1}, transmitDistance: {2}, nominalRange: {3}\n",
-						relay,
-						relay.CanTransmit(),
-						relay.transmitDistance,
-						relay.nominalRange
-					);
-
-					bool relayCanTransmit = relay.CanTransmit();
-
-					if (!vesselCanTransmit && relayCanTransmit)
-					{
-						vesselCanTransmit = true;
-					}
-
-					if (!vesselHasOptimalRelay &&
-						relayCanTransmit &&
-						relay.transmitDistance <= (double)relay.nominalRange)
-					{
-						vesselHasOptimalRelay = true;
-					}
-
-					if (vesselCanTransmit && vesselHasOptimalRelay)
-					{
-						break;
-					}
-				}
-
-				log.AppendFormat("Done checking.  vesselCanTransmit: {0}, vesselHasOptimalRelay: {1}\n",
-					vesselCanTransmit, vesselHasOptimalRelay);
-
-				if (vesselHasOptimalRelay)
-				{
-					this.currentConnectionStatus = ConnectionStatus.Optimal;
-				}
-				else if (vesselCanTransmit)
-				{
-					this.currentConnectionStatus = ConnectionStatus.Suboptimal;
-				}
-				else
-				{
-					this.currentConnectionStatus = ConnectionStatus.None;
-				}
+				this.currentConnectionStatus = FlightGlobals.ActiveVessel.GetConnectionStatus();
 
 				log.AppendFormat("currentConnectionStatus: {0}, setting texture to {1}",
 					this.currentConnectionStatus, this.currentConnectionTexture);
@@ -339,13 +338,6 @@
 			InputLockManager.RemoveControlLock(this.lockID);
 		}
 		#endregion
-
-		public enum ConnectionStatus
-		{
-			None,
-			Suboptimal,
-			Optimal
-		}
 	}
 }
 

--- a/ARMapRenderer.cs
+++ b/ARMapRenderer.cs
@@ -26,6 +26,8 @@
 // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
+#pragma warning disable 1591
+
 using KSP;
 using System;
 using System.Collections.Generic;
@@ -38,7 +40,18 @@
 	{
 		#region Fields
 		private Dictionary<Guid, LineRenderer> vesselLineRenderers;
-		private Dictionary<Guid, bool> vesselFrameCache;
+
+		// Debug Stuff
+		#pragma warning disable 649
+		private System.Diagnostics.Stopwatch timer;
+		private Tools.DebugLogger log;
+		private long relayStart;
+		private long start;
+		#pragma warning restore 649
+
+		#pragma warning disable 414
+		private Color thisColor;
+		#pragma warning restore 414
 		#endregion
 
 		#region Properties
@@ -51,21 +64,27 @@
 					this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
 				}
 
-				if (!this.vesselLineRenderers.ContainsKey(idx))
+				LineRenderer lr;
+
+				if (this.vesselLineRenderers.TryGetValue(idx, out lr))
+				{
+					return lr;
+				}
+				else
 				{
 					GameObject obj = new GameObject();
 					obj.layer = 31;
 
-					LineRenderer lr = obj.AddComponent<LineRenderer>();
-
-					lr.SetColors(Color.green, Color.green);
-					lr.material = new Material(Shader.Find("Particles/Additive"));
-					lr.SetVertexCount(2);
+					lr = obj.AddComponent<LineRenderer>();
+
+					// lr.SetColors(Color.green, Color.green);
+					lr.material = MapView.OrbitLinesMaterial;
+					// lr.SetVertexCount(2);
 
 					this.vesselLineRenderers[idx] = lr;
-				}
-
-				return this.vesselLineRenderers[idx];
+
+					return lr;
+				}
 			}
 		}
 		#endregion
@@ -73,21 +92,34 @@
 		#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>();
+			}
+
+			#if DEBUG
+			this.timer = new System.Diagnostics.Stopwatch();
+			this.log = Tools.DebugLogger.New(this);
+			#endif
 		}
 
 		private void OnPreCull()
 		{
-			if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled)
-			{
+			if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines)
+			{
+				this.Cleanup();
+
 				return;
 			}
 
-			Tools.DebugLogger log = Tools.DebugLogger.New(this);
+			#if DEBUG
+			timer.Restart();
+			#endif
 
 			try
 			{
+				log.Clear();
+
 				log.AppendFormat("OnPreCull.\n");
 
 				log.AppendFormat("\tMapView: Draw3DLines: {0}\n" +
@@ -98,23 +130,21 @@
 					MapView.MapCamera.Distance
 				);
 
-				this.vesselFrameCache.Clear();
-
-				log.AppendLine("vesselFrameCache cleared.");
-
 				if (FlightGlobals.ready && FlightGlobals.Vessels != null)
 				{
 					log.AppendLine("FlightGlobals ready and Vessels list not null.");
 
-					foreach (Vessel vessel in FlightGlobals.Vessels)
+					for (int i = 0; i < FlightGlobals.Vessels.Count; i++)
 					{
+						Vessel vessel = FlightGlobals.Vessels[i];
+
+						log.AppendFormat("\nStarting check for vessel {0} at {1}ms", vessel, timer.ElapsedMilliseconds);
+
 						if (vessel == null)
 						{
-							log.AppendFormat("Skipping vessel {0} altogether because it is null.\n");
+							log.AppendFormat("\n\tSkipping vessel {0} altogether because it is null.", vessel);
 							continue;
 						}
-
-						log.AppendFormat("Checking vessel {0}.\n", vessel.vesselName);
 
 						switch (vessel.vesselType)
 						{
@@ -122,132 +152,168 @@
 							case VesselType.EVA:
 							case VesselType.Unknown:
 							case VesselType.SpaceObject:
-								log.AppendFormat("\tDiscarded because vessel is of invalid type {0}\n",
+								log.AppendFormat("\n\tDiscarded because vessel is of invalid type {0}",
 									vessel.vesselType);
 								continue;
 						}
 
-						log.Append("\tChecking connection status...\n");
-
-						if (vessel.HasConnectedRelay())
+						log.AppendFormat("\n\tChecking vessel {0}.", vessel.vesselName);
+
+						start = timer.ElapsedMilliseconds;
+
+						IAntennaRelay vesselRelay = vessel.GetBestRelay();
+
+						if (vesselRelay == null)
 						{
-							log.AppendLine("\tHas a connection, checking for the best relay to use for the line.");
-
-							IAntennaRelay vesselRelay = null;
-							float bestScore = float.PositiveInfinity;
-							float relayScore = float.NaN;
-
-							foreach (IAntennaRelay relay in RelayDatabase.Instance[vessel].Values)
-							{
-								relayScore = (float)relay.transmitDistance / relay.maxTransmitDistance;
-
-								if (relayScore < bestScore)
-								{
-									bestScore = relayScore;
-									vesselRelay = relay as IAntennaRelay;
-								}
-							}
-
-							if (vesselRelay != null)
-							{
-								log.AppendFormat("\t...picked relay {0} with a score of {1}", 
-									vesselRelay, relayScore
-								);
-
-								this.SetRelayVertices(vesselRelay);
-							}
+							continue;
 						}
-						else if (this.vesselLineRenderers.ContainsKey(vessel.id))
+
+						log.AppendFormat("\n\tGot best relay {0} ({3}) for vessel {1} in {2} ms",
+							vesselRelay, vessel, timer.ElapsedMilliseconds - start, vesselRelay.GetType().Name);
+
+						if (vesselRelay != null)
 						{
-							log.AppendLine("\tDisabling line because vessel has no connection.");
-							this[vessel.id].enabled = false;
+							start = timer.ElapsedMilliseconds;
+
+							this.SetRelayVertices(vesselRelay);
+
+							log.AppendFormat("\n\tSet relay vertices for {0} in {1}ms",
+								vessel, timer.ElapsedMilliseconds - start);
 						}
 					}
 				}
 			}
+			catch (Exception ex)
+			{
+				this.LogError("Caught {0}: {1}\n{2}\n", ex.GetType().Name, ex.ToString(), ex.StackTrace.ToString());
+				this.Cleanup();
+			}
+			#if DEBUG
 			finally
 			{
+				log.AppendFormat("\n\tOnPreCull finished in {0}ms\n", timer.ElapsedMilliseconds);
+
 				log.Print();
 			}
+			#endif
 		}
 
 		private void OnDestroy()
 		{
-			this.vesselLineRenderers.Clear();
-			this.vesselLineRenderers = null;
+			this.Cleanup();
+
 			print("ARMapRenderer: Destroyed.");
 		}
 		#endregion
 
+		#region Utility
 		private void SetRelayVertices(IAntennaRelay relay)
 		{
-			do
-			{
-				if (this.vesselFrameCache.ContainsKey(relay.vessel.id))
-				{
-					break;
-				}
-
-				LineRenderer renderer = this[relay.vessel.id];
-
-				if (relay.CanTransmit())
-				{
-					Vector3d start;
-					Vector3d end;
-
-					renderer.enabled = true;
-
-					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.nearestRelay == null)
-					{
-						end = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
-					}
-					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);
-		}
+			log.AppendFormat("\n\t\tDrawing line for relay chain starting at {0}.", relay);
+
+			if (relay.vessel == null)
+			{
+				log.Append("\n\t\tvessel is null, bailing out");
+				return;
+			}
+
+			LineRenderer renderer = this[relay.vessel.id];
+			Vector3d start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D());
+
+			float lineWidth;
+			float d = Screen.height / 2f + 0.01f;
+
+			if (MapView.Draw3DLines)
+			{
+				lineWidth = 0.005859375f * MapView.MapCamera.Distance;
+			}
+			else
+			{
+				lineWidth = 2f;
+
+				start = MapView.MapCamera.camera.WorldToScreenPoint(start);
+
+				start.z = start.z >= 0f ? d : -d;
+			}
+
+			renderer.SetWidth(lineWidth, lineWidth);
+
+			renderer.SetPosition(0, start);
+
+			int idx = 0;
+
+			relayStart = timer.ElapsedMilliseconds;
+
+			Vector3d nextPoint;
+
+			renderer.enabled = true;
+
+			if (!relay.CanTransmit())
+			{
+				thisColor = Color.red;
+			}
+			else
+			{
+				if (relay.transmitDistance < relay.nominalTransmitDistance)
+				{
+					thisColor = Color.green;
+				}
+				else
+				{
+					thisColor = Color.yellow;
+				}
+			}
+
+			if (relay.KerbinDirect)
+			{
+				nextPoint = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
+				relay = null;
+			}
+			else
+			{
+				if (relay.targetRelay == null)
+				{
+					renderer.enabled = false;
+					return;
+				}
+
+				nextPoint = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D());
+				relay = relay.targetRelay;
+			}
+
+			renderer.SetColors(thisColor, thisColor);
+
+			if (!MapView.Draw3DLines)
+			{
+				nextPoint = MapView.MapCamera.camera.WorldToScreenPoint(nextPoint);
+				nextPoint.z = nextPoint.z >= 0f ? d : -d;
+			}
+
+			idx++;
+
+			renderer.SetVertexCount(idx + 1);
+			renderer.SetPosition(idx, nextPoint);
+
+			log.AppendFormat("\n\t\t\t...finished segment in {0} ms", timer.ElapsedMilliseconds - relayStart);
+		}
+
+		private void Cleanup()
+		{
+			if (this.vesselLineRenderers != null && this.vesselLineRenderers.Count > 0)
+			{
+				IEnumerator<LineRenderer> enumerator = this.vesselLineRenderers.Values.GetEnumerator();
+				LineRenderer lineRenderer;
+
+				while (enumerator.MoveNext())
+				{
+					lineRenderer = enumerator.Current;
+					lineRenderer.enabled = false;
+					GameObject.Destroy(lineRenderer.gameObject);
+				}
+				this.vesselLineRenderers.Clear();
+			}
+		}
+		#endregion
 	}
 }
 
-

--- a/AntennaRange.csproj
+++ b/AntennaRange.csproj
@@ -40,6 +40,7 @@
         <Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" />
       </CustomCommands>
     </CustomCommands>
+    <DocumentationFile>bin\Release\AntennaRange.xml</DocumentationFile>
   </PropertyGroup>
   <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_linux|AnyCPU' ">
     <DebugSymbols>true</DebugSymbols>

--- a/AntennaRelay.cs
+++ b/AntennaRelay.cs
@@ -28,23 +28,50 @@
 
 using System;
 using System.Collections.Generic;
-using System.Linq;
 using ToadicusTools;
 
 namespace AntennaRange
 {
+	/// <summary>
+	/// Relay code at the heart of AntennaRange
+	/// </summary>
 	public class AntennaRelay
 	{
+		public static readonly System.Diagnostics.Stopwatch searchTimer = new System.Diagnostics.Stopwatch();
+		public const long millisecondsBetweenSearches = 125L;
+
 		// We don't have a Bard, so we'll hide Kerbin here.
-		public static CelestialBody Kerbin;
-
-		protected CelestialBody _firstOccludingBody;
-
-		protected IAntennaRelay _nearestRelayCache;
+		private static CelestialBody _Kerbin;
+
+		/// <summary>
+		/// Fetches, caches, and returns a <see cref="CelestialBody"/> reference to Kerbin
+		/// </summary>
+		public static CelestialBody Kerbin
+		{
+			get
+			{
+				if (_Kerbin == null && FlightGlobals.ready)
+				{
+					_Kerbin = FlightGlobals.GetHomeBody();
+				}
+
+				return _Kerbin;
+			}
+		}
+
+		private long lastSearch;
+
+		private bool canTransmit;
+		private bool isChecked;
+
+		private IAntennaRelay nearestRelay;
+		private IAntennaRelay bestOccludedRelay;
+
+		/// <summary>
+		/// The <see cref="AntennaRange.ModuleLimitedDataTransmitter"/> reference underlying this AntennaRelay, as an
+		/// <see cref="AntennaRange.IAntennaRelay"/>
+		/// </summary>
 		protected IAntennaRelay moduleRef;
-
-		protected System.Diagnostics.Stopwatch searchTimer;
-		protected long millisecondsBetweenSearches;
 
 		/// <summary>
 		/// Gets the parent Vessel.
@@ -59,38 +86,21 @@
 		}
 
 		/// <summary>
-		/// Gets or sets the nearest relay.
-		/// </summary>
-		/// <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;
-			}
-		}
-
-		/// <summary>
-		/// Gets the first occluding body.
-		/// </summary>
-		/// <value>The first occluding body.</value>
-		public CelestialBody firstOccludingBody
-		{
-			get
-			{
-				return this._firstOccludingBody;
-			}
+		/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
+		/// </summary>
+		public IAntennaRelay targetRelay
+		{
+			get;
+			protected set;
+		}
+
+		/// <summary>
+		/// Gets the first <see cref="CelestialBody"/> found to be blocking line of sight.
+		/// </summary>
+		public virtual CelestialBody firstOccludingBody
+		{
+			get;
+			protected set;
 		}
 
 		/// <summary>
@@ -101,22 +111,20 @@
 		{
 			get
 			{
-				this.nearestRelay = this.FindNearestRelay();
-
-				// If there is no available relay nearby...
-				if (this.nearestRelay == null)
-				{
-					// .. return the distance to Kerbin
+				if (this.KerbinDirect || this.targetRelay == null)
+				{
 					return this.DistanceTo(Kerbin);
 				}
 				else
 				{
-					/// ...otherwise, return the distance to the nearest available relay.
-					return this.DistanceTo(nearestRelay);
-				}
-			}
-		}
-
+					return this.DistanceTo(this.targetRelay);
+				}
+			}
+		}
+
+		/// <summary>
+		/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
+		/// </summary>
 		public virtual double nominalTransmitDistance
 		{
 			get;
@@ -127,18 +135,17 @@
 		/// The maximum distance at which this relay can operate.
 		/// </summary>
 		/// <value>The max transmit distance.</value>
-		public virtual float maxTransmitDistance
+		public virtual double maxTransmitDistance
 		{
 			get;
 			set;
 		}
 
 		/// <summary>
-		/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
-		/// the current relay attempt.
-		/// </summary>
-		/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
-		public virtual bool relayChecked
+		/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
+		/// directly with Kerbin.
+		/// </summary>
+		public virtual bool KerbinDirect
 		{
 			get;
 			protected set;
@@ -150,72 +157,106 @@
 		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
 		public virtual bool CanTransmit()
 		{
-			if (
-				this.transmitDistance > this.maxTransmitDistance ||
-				(
-					ARConfiguration.RequireLineOfSight &&
-					this.nearestRelay == null &&
-					!this.vessel.hasLineOfSightTo(Kerbin, out this._firstOccludingBody)
-				)
-			)
-			{
-				return false;
-			}
-			else
-			{
-				return true;
-			}
+			return this.canTransmit;
 		}
 
 		/// <summary>
 		/// Finds the nearest relay.
 		/// </summary>
 		/// <returns>The nearest relay or null, if no relays in range.</returns>
-		public 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
-			));
-
-			this._firstOccludingBody = null;
-
+		public void FindNearestRelay()
+		{
+			if (!FlightGlobals.ready)
+			{
+				return;
+			}
+
+			if (!searchTimer.IsRunning)
+			{
+				searchTimer.Start();
+			}
+
+			Tools.DebugLogger log;
+			#if DEBUG
+			log = Tools.DebugLogger.New(this);
+			#endif
+
+			long searchTime = searchTimer.ElapsedMilliseconds;
+			long timeSinceLast = searchTime - this.lastSearch;
+
+			if (timeSinceLast < millisecondsBetweenSearches)
+			{
+				log.AppendFormat(
+					"{0}: Target search skipped because it's not time to search again yet ({1} - {2}) < {3})",
+					this, searchTime, this.lastSearch, millisecondsBetweenSearches
+				);
+				log.Print();
+				return;
+			}
+
+			// Skip vessels that have already been checked for a nearest relay this pass.
+			if (this.isChecked)
+			{
+				log.AppendFormat("{0}: Target search skipped because our vessel has been checked already this search.",
+					this);
+				log.Print();
+				return;
+			}
+
+			log.AppendFormat("{0}: Target search started at {1} ms ({2} ms since last search).",
+				this.ToString(), searchTime, timeSinceLast);
+
+			#if DEBUG
+			try {
+			#endif
 			// Set this vessel as checked, so that we don't check it again.
-			RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
-
-			double nearestSqrDistance = double.PositiveInfinity;
-			IAntennaRelay _nearestRelay = null;
+			this.isChecked = true;
+
+			this.lastSearch = searchTime;
+
+			// Blank everything we're trying to find before the search.
+			this.firstOccludingBody = null;
+			this.bestOccludedRelay = null;
+			this.targetRelay = null;
+			this.nearestRelay = null;
+
+			// Default to KerbinDirect = true in case something in here doesn't work right.
+			this.KerbinDirect = true;
+
+			CelestialBody bodyOccludingBestOccludedRelay = null;
+
+			double nearestRelaySqrDistance = double.PositiveInfinity;
+			double bestOccludedSqrDistance = double.PositiveInfinity;
+			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;
-				}
+			Vessel potentialVessel;
+			IList<IAntennaRelay> vesselRelays;
+			for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++)
+			{
+				log.AppendFormat("\nFetching vessel at index {0}", vIdx);
+				potentialVessel = FlightGlobals.Vessels[vIdx];
+				
+				if (potentialVessel == null)
+				{
+					log.AppendFormat("\n\tSkipping vessel at index {0} because it is null.", vIdx);
+					log.Print();
+					return;
+				}
+				#if DEBUG
+				else
+				{
+					log.AppendFormat("\n\tGot vessel {0}", potentialVessel);
+				}
+				#endif
 
 				// Skip vessels of the wrong type.
+				log.Append("\n\tchecking vessel type");
 				switch (potentialVessel.vesselType)
 				{
 					case VesselType.Debris:
@@ -223,94 +264,409 @@
 					case VesselType.EVA:
 					case VesselType.SpaceObject:
 					case VesselType.Unknown:
+							log.Append("\n\tSkipping because vessel is the wrong type.");
 						continue;
 					default:
 						break;
 				}
-
+				
+				log.Append("\n\tchecking if vessel is this vessel");
 				// Skip vessels with the wrong ID
 				if (potentialVessel.id == vessel.id)
 				{
+					log.Append("\n\tSkipping because vessel is this vessel.");
 					continue;
 				}
 
+				// Find the distance from here to the vessel...
+				log.Append("\n\tgetting distance to potential vessel");
+				double potentialSqrDistance = this.sqrDistanceTo(potentialVessel);
+				log.Append("\n\tgetting vessel relays");
+				vesselRelays = potentialVessel.GetAntennaRelays();
+					log.AppendFormat("\n\t\tvesselRelays: {0}",
+						vesselRelays == null ? "null" : vesselRelays.Count.ToString());
+
+				CelestialBody fob = null;
+				
+				log.Append("\n\tdoing LOS check");
 				// Skip vessels to which we do not have line of sight.
-				if (ARConfiguration.RequireLineOfSight &&
-					!this.vessel.hasLineOfSightTo(potentialVessel, out this._firstOccludingBody, ARConfiguration.RadiusRatio))
-				{
-					Tools.PostDebugMessage(
-						this,
-						"Vessel {0} discarded because we do not have line of sight.",
+				if (
+					ARConfiguration.RequireLineOfSight &&
+					!this.vessel.hasLineOfSightTo(potentialVessel, out fob, ARConfiguration.RadiusRatio)
+				)
+				{
+					log.Append("\n\tfailed LOS check");
+					this.firstOccludingBody = fob;
+					
+					log.AppendFormat("\n\t{0}: Vessel {1} not in line of sight.",
+						this.ToString(), potentialVessel.vesselName);
+					
+					log.AppendFormat("\n\t\tpotentialSqrDistance: {0}", potentialSqrDistance);
+					log.AppendFormat("\n\t\tbestOccludedSqrDistance: {0}", bestOccludedSqrDistance);
+					log.AppendFormat("\n\t\tmaxTransmitSqrDistance: {0}", maxTransmitSqrDistance);
+
+					if (
+						(potentialSqrDistance < bestOccludedSqrDistance) &&
+						(potentialSqrDistance < maxTransmitSqrDistance)
+					)
+					{
+						log.Append("\n\t\t...vessel is close enough to check for occluded relays");
+						log.AppendFormat("\n\t\tthis: {0}", this);
+						log.AppendFormat("\n\t\tpotentialVessel: {0}",
+							potentialVessel == null ? "null" : potentialVessel.ToString());
+						log.AppendFormat("\n\t\tvesselRelays: {0}",
+							vesselRelays == null ? "null" : vesselRelays.ToString());
+
+						log.AppendFormat("\n\t\t{0}: Checking {1} relays on occluded vessel {2}.",
+							this.ToString(),
+							vesselRelays.Count,
+							potentialVessel
+						);
+
+						IAntennaRelay occludedRelay;
+						for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
+						{
+							occludedRelay = vesselRelays[rIdx];
+
+							log.AppendFormat(
+								"\n\t\t{0}: Checking candidate for bestOccludedRelay: {1}" +
+								"\n\t\tCanTransmit: {2}",
+								this.ToString(), occludedRelay, occludedRelay.CanTransmit()
+							);
+							
+							if (occludedRelay.CanTransmit())
+							{
+								this.bestOccludedRelay = occludedRelay;
+								bodyOccludingBestOccludedRelay = fob;
+								bestOccludedSqrDistance = potentialSqrDistance;
+
+								log.AppendFormat("\n\t{0}: Found new bestOccludedRelay: {1}" +
+									" (blocked by {2}; distance: {3} m)",
+									this.ToString(),
+									occludedRelay.ToString(),
+									fob,
+									potentialSqrDistance
+								);
+								break;
+							}
+						}
+					}
+					
+					log.Append("\n\t\t...vessel is not close enough to check for occluded relays, carrying on");
+					continue;
+				}
+
+				log.Append("\n\tpassed LOS check");
+
+				/*
+				 * ...so that we can skip the vessel if it is further away than a vessel we've already checked.
+				 * */
+				if (potentialSqrDistance > nearestRelaySqrDistance)
+				{
+					
+					log.AppendFormat("\n\t{0}: Vessel {1} discarded because it is farther than another the nearest relay.",
+						this.ToString(),
 						potentialVessel.vesselName
 					);
 					continue;
 				}
 
-				// Find the distance from here to the vessel...
-				double potentialSqrDistance = (potentialVessel.GetWorldPos3D() - vessel.GetWorldPos3D()).sqrMagnitude;
-
-				/*
-				 * ...so that we can skip the vessel if it is further away than Kerbin, our transmit distance, or a
-				 * vessel we've already checked.
-				 * */
-				if (
-					potentialSqrDistance > Tools.Min(
-						this.maxTransmitDistance * this.maxTransmitDistance,
-						nearestSqrDistance,
-						this.vessel.sqrDistanceTo(Kerbin)
-					)
-				)
-				{
-					Tools.PostDebugMessage(
-						this,
-						"Vessel {0} discarded because it is out of range, or farther than another relay.",
-						potentialVessel.vesselName
-					);
-					continue;
-				}
-
-				nearestSqrDistance = 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
-						));
+				log.Append("\n\tpassed distance check");
+
+				IAntennaRelay potentialRelay;
+				for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
+				{
+					log.AppendFormat("\n\t\tfetching vessel relay at index {0}", rIdx);
+					potentialRelay = vesselRelays[rIdx];
+					log.AppendFormat("\n\t\tgot relay {0}", potentialRelay == null ? "null" : potentialRelay.ToString());
+
+					if (potentialRelay == null)
+					{
+						log.Append("\n\t\t...skipping null relay");
+						continue;
+					}
+
+					if (
+						potentialRelay.CanTransmit() &&
+						(potentialRelay.targetRelay == null || potentialRelay.targetRelay.vessel != this.vessel))
+					{
+						// @TODO: Moved this here from outside the loop; why was it there?
+						nearestRelaySqrDistance = potentialSqrDistance;
+						this.nearestRelay = potentialRelay;
+
+						log.AppendFormat("\n\t{0}: found new nearest relay {1} ({2}m)",
+							this.ToString(),
+							this.nearestRelay.ToString(),
+							Math.Sqrt(nearestRelaySqrDistance)
+						);
+						
 						break;
 					}
 				}
 			}
 
+			CelestialBody bodyOccludingKerbin = null;
+
+			double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
+			kerbinSqrDistance *= kerbinSqrDistance;
+
+			log.AppendFormat("\n{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\t\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\t\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, check it against the nearest relay.
+					// Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe
+					if (bestOccludedSqrDistance < kerbinSqrDistance)
+					{
+						log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
+							bestOccludedRelay, kerbinSqrDistance);
+						
+						this.KerbinDirect = false;
+
+						// If the nearest relay is closer than the best occluded relay, pick it.
+						// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
+						if (nearestRelaySqrDistance < bestOccludedSqrDistance)
+						{
+							log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
+								nearestRelaySqrDistance, bestOccludedSqrDistance);
+							
+							this.targetRelay = nearestRelay;
+							this.firstOccludingBody = null;
+						}
+						// Otherwise, target the best occluded relay.
+						else
+						{
+							log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
+								nearestRelaySqrDistance, bestOccludedSqrDistance);
+							
+							this.targetRelay = bestOccludedRelay;
+							this.firstOccludingBody = bodyOccludingBestOccludedRelay;
+						}
+					}
+					// Otherwise, check Kerbin against the nearest relay.
+					// Since we have LOS, blank the first occluding body.
+					else
+					{
+						log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})",
+							bestOccludedRelay, kerbinSqrDistance);
+						
+						this.firstOccludingBody = null;
+
+						// If the nearest relay is closer than Kerbin, pick it.
+						// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
+						if (nearestRelaySqrDistance < kerbinSqrDistance)
+						{
+							log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
+								nearestRelaySqrDistance, kerbinSqrDistance);
+							
+							this.KerbinDirect = false;
+							this.targetRelay = nearestRelay;
+						}
+						// Otherwise, pick Kerbin.
+						else
+						{
+							log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
+								nearestRelaySqrDistance, kerbinSqrDistance);
+							
+							this.KerbinDirect = true;
+							this.targetRelay = null;
+						}
+					}
+				}
+			}
+			// 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\t\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\t\t\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\t\t\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\t\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\t\t\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\t\t\tCan't transmit to Kerbin ({0} > {1}).",
+							kerbinSqrDistance, maxTransmitSqrDistance);
+
+						this.canTransmit = false;
+
+						// If the best occluded relay is closer than Kerbin, check it against the nearest relay.
+						// Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe
+						if (bestOccludedSqrDistance < kerbinSqrDistance)
+						{
+							log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
+								bestOccludedRelay, kerbinSqrDistance);
+							
+							this.KerbinDirect = false;
+
+							// If the nearest relay is closer than the best occluded relay, pick it.
+							// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
+							if (nearestRelaySqrDistance < bestOccludedSqrDistance)
+							{
+								log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
+									nearestRelaySqrDistance, bestOccludedSqrDistance);
+								
+								this.targetRelay = nearestRelay;
+								this.firstOccludingBody = null;
+							}
+							// Otherwise, target the best occluded relay.
+							else
+							{
+								log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
+									nearestRelaySqrDistance, bestOccludedSqrDistance);
+								
+								this.targetRelay = bestOccludedRelay;
+								this.firstOccludingBody = bodyOccludingBestOccludedRelay;
+							}
+						}
+						// Otherwise, check Kerbin against the nearest relay.
+						// Since we have LOS, blank the first occluding body.
+						else
+						{
+							log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})",
+								bestOccludedRelay, kerbinSqrDistance);
+							
+							this.firstOccludingBody = null;
+
+							// If the nearest relay is closer than Kerbin, pick it.
+							// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
+							if (nearestRelaySqrDistance < kerbinSqrDistance)
+							{
+								log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
+									nearestRelaySqrDistance, kerbinSqrDistance);
+								
+								this.KerbinDirect = false;
+								this.targetRelay = nearestRelay;
+							}
+							// Otherwise, pick Kerbin.
+							else
+							{
+								log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
+									nearestRelaySqrDistance, kerbinSqrDistance);
+								
+								this.KerbinDirect = true;
+								this.targetRelay = null;
+							}
+						}
+					}
+				}
+			}
+
+			log.AppendFormat("{0}: Target search completed at {1} ms ({2} ms elapsed).",
+				this.ToString(), searchTimer.ElapsedMilliseconds, searchTimer.ElapsedMilliseconds - searchTime);;
+
+			log.AppendFormat("\n{0}: Status determination complete.", this.ToString());
+			
+			#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);
+			#if DEBUG
+			}
+			#endif
 			// 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;
-		}
-
-		/// <summary>
-		/// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class.
-		/// </summary>
-		/// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param>
+			this.isChecked = false;
+		}
+
+		/// <summary>
+		/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>.
+		/// </summary>
+		/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>.</returns>
+		public override string ToString()
+		{
+			if (this is ProtoAntennaRelay)
+			{
+				return (this as ProtoAntennaRelay).ToString();
+			}
+			return this.moduleRef.ToString();
+		}
+
+		/// <summary>
+		/// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
+		/// </summary>
+		/// <param name="module">The module reference underlying this AntennaRelay,
+		/// as an <see cref="AntennaRange.IAntennaRelay"/></param>
 		public AntennaRelay(IAntennaRelay module)
 		{
 			this.moduleRef = module;
-
-			this.searchTimer = new System.Diagnostics.Stopwatch();
-			this.millisecondsBetweenSearches = 1250;
-
-			// HACK: This might not be safe in all circumstances, but since AntennaRelays are not built until Start,
-			// we hope it is safe enough.
-			if (AntennaRelay.Kerbin == null)
-			{
-				AntennaRelay.Kerbin = FlightGlobals.Bodies.FirstOrDefault(b => b.name == "Kerbin");
-			}
+			this.isChecked = false;
+
+			Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString());
 		}
 	}
 }

--- a/IAntennaRelay.cs
+++ b/IAntennaRelay.cs
@@ -31,45 +31,64 @@
 
 namespace AntennaRange
 {
-	/*
-	 * Interface defining the basic functionality of AntennaRelay modules for AntennaRange.
-	 * */
+	/// <summary>
+	/// Interface defining the basic functionality of AntennaRelay modules for AntennaRange.
+	/// </summary>
 	public interface IAntennaRelay
 	{
 		/// <summary>
 		/// Gets the parent Vessel.
 		/// </summary>
-		/// <value>The parent Vessel.</value>
 		Vessel vessel { get; }
 
-		IAntennaRelay nearestRelay { get; }
+		/// <summary>
+		/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
+		/// </summary>
+		IAntennaRelay targetRelay { get; }
 
 		/// <summary>
 		/// Gets the distance to the nearest relay or Kerbin, whichever is closer.
 		/// </summary>
-		/// <value>The distance to the nearest relay or Kerbin, whichever is closer.</value>
 		double transmitDistance { get; }
 
+		/// <summary>
+		/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
+		/// </summary>
 		double nominalTransmitDistance { get; }
 
 		/// <summary>
 		/// The maximum distance at which this relay can operate.
 		/// </summary>
-		/// <value>The max transmit distance.</value>
-		float maxTransmitDistance { get; }
+		double maxTransmitDistance { get; }
 
 		/// <summary>
-		/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
-		/// the current relay attempt.
+		/// The first CelestialBody blocking line of sight to a 
 		/// </summary>
-		/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
-		bool relayChecked { get; }
+		CelestialBody firstOccludingBody { get; }
+
+		/// <summary>
+		/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
+		/// directly with Kerbin.
+		/// </summary>
+		bool KerbinDirect { get; }
+
+		/// <summary>
+		/// Gets the Part title.
+		/// </summary>
+		string Title { get; }
 
 		/// <summary>
 		/// Determines whether this instance can transmit.
+		/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
 		/// </summary>
-		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
 		bool CanTransmit();
+
+		void FindNearestRelay();
+
+		/// <summary>
+		/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.IAntennaRelay"/>.
+		/// </summary>
+		string ToString();
 	}
 }
 

--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -29,75 +29,96 @@
 using KSP;
 using System;
 using System.Collections.Generic;
-using System.Linq;
 using System.Text;
 using ToadicusTools;
 using UnityEngine;
 
 namespace AntennaRange
 {
-	/*
-	 * ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles range-
-	 * finding, power scaling, and data scaling for antennas during science transmission.  Its functionality varies with
-	 * three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files.
-	 * 
-	 * In general, the scaling functions assume the following relation:
-	 * 
-	 *     D² α P/R,
-	 * 
-	 * where D is the total transmission distance, P is the transmission power, and R is the data rate.
-	 * 
-	 * */
-
-	/*
-	 * Fields
-	 * */
+	/// <summary>
+	/// <para>ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles
+	/// rangefinding, power scaling, and data scaling for antennas during science transmission.  Its functionality
+	/// varies with three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files.</para>
+	/// 
+	/// <para>In general, the scaling functions assume the following relation:</para>
+	/// 
+	///	<para>	D² α P/R,</para>
+	/// 
+	/// <para>where D is the total transmission distance, P is the transmission power, and R is the data rate.</para>
+	/// </summary>
 	public class ModuleLimitedDataTransmitter : ModuleDataTransmitter, IScienceDataTransmitter, IAntennaRelay
 	{
 		// Stores the packetResourceCost as defined in the .cfg file.
-		protected float _basepacketResourceCost;
+		private float _basepacketResourceCost;
 
 		// Stores the packetSize as defined in the .cfg file.
-		protected float _basepacketSize;
+		private float _basepacketSize;
 
 		// Every antenna is a relay.
-		protected AntennaRelay relay;
-
-		// Keep track of vessels with transmitters for relay purposes.
-		protected List<Vessel> _relayVessels;
+		private AntennaRelay relay;
 
 		// Sometimes we will need to communicate errors; this is how we do it.
-		protected ScreenMessage ErrorMsg;
-
-		// The distance from Kerbin at which the antenna will perform exactly as prescribed by packetResourceCost
-		// and packetSize.
+		private ScreenMessage ErrorMsg;
+
+		/// <summary>
+		/// The distance from Kerbin at which the antenna will perform exactly as prescribed by packetResourceCost
+		/// and packetSize.
+		/// </summary>
 		[KSPField(isPersistant = false)]
-		public float nominalRange;
-
+		public double nominalRange;
+
+		/// <summary>
+		/// Relay status string for use in action menus.
+		/// </summary>
+		[KSPField(isPersistant = false, guiActive = true, guiName = "Status")]
+		public string UIrelayStatus;
+
+		/// <summary>
+		/// Relay target string for use in action menus.
+		/// </summary>
 		[KSPField(isPersistant = false, guiActive = true, guiName = "Relay")]
-		public string UIrelayStatus;
-
+		public string UIrelayTarget;
+
+		/// <summary>
+		/// Transmit distance string for use in action menus.
+		/// </summary>
 		[KSPField(isPersistant = false, guiActive = true, guiName = "Transmission Distance")]
 		public string UItransmitDistance;
 
+		/// <summary>
+		/// Maximum distance string for use in action menus.
+		/// </summary>
 		[KSPField(isPersistant = false, guiActive = true, guiName = "Maximum Distance")]
 		public string UImaxTransmitDistance;
 
+		/// <summary>
+		/// Packet size string for use in action menus.
+		/// </summary>
 		[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Size")]
 		public string UIpacketSize;
 
+		/// <summary>
+		/// Packet cost string for use in action menus.
+		/// </summary>
 		[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Cost")]
 		public string UIpacketCost;
 
-		// The multiplier on packetResourceCost that defines the maximum power output of the antenna.  When the power
-		// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
+		/// <summary>
+		/// The multiplier on packetResourceCost that defines the maximum power output of the antenna.  When the power
+		/// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
+		/// </summary>
 		[KSPField(isPersistant = false)]
 		public float maxPowerFactor;
 
-		// The multipler on packetSize that defines the maximum data bandwidth of the antenna.
+		/// <summary>
+		/// The multipler on packetSize that defines the maximum data bandwidth of the antenna.
+		/// </summary>
 		[KSPField(isPersistant = false)]
 		public float maxDataFactor;
 
+		/// <summary>
+		/// The packet throttle.
+		/// </summary>
 		[KSPField(
 			isPersistant = true,
 			guiName = "Packet Throttle",
@@ -108,21 +129,38 @@
 		[UI_FloatRange(maxValue = 100f, minValue = 2.5f, stepIncrement = 2.5f)]
 		public float packetThrottle;
 
-		protected bool actionUIUpdate;
+		private bool actionUIUpdate;
 
 		/*
 		 * Properties
 		 * */
-		// Returns the parent vessel housing this antenna.
+		/// <summary>
+		/// Gets the parent Vessel.
+		/// </summary>
 		public new Vessel vessel
 		{
 			get
 			{
-				return base.vessel;
-			}
-		}
-
-		public IAntennaRelay nearestRelay
+				if (base.vessel != null)
+				{
+					return base.vessel;
+				}
+				else if (this.part != null)
+				{
+					return this.part.vessel;
+				}
+
+				else
+				{
+					return null;
+				}
+			}
+		}
+
+		/// <summary>
+		/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
+		/// </summary>
+		public IAntennaRelay targetRelay
 		{
 			get
 			{
@@ -131,19 +169,29 @@
 					return null;
 				}
 
-				return this.relay.nearestRelay;
-			}
-		}
-
-		// Returns the distance to the nearest relay or Kerbin, whichever is closer.
+				return this.relay.targetRelay;
+			}
+		}
+
+		/// <summary>
+		/// Gets the distance to the nearest relay or Kerbin, whichever is closer.
+		/// </summary>
 		public double transmitDistance
 		{
 			get
 			{
+				if (this.relay == null)
+				{
+					return double.PositiveInfinity;
+				}
+
 				return this.relay.transmitDistance;
 			}
 		}
 
+		/// <summary>
+		/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
+		/// </summary>
 		public double nominalTransmitDistance
 		{
 			get
@@ -152,12 +200,26 @@
 			}
 		}
 
-		// Returns the maximum distance this module can transmit
-		public float maxTransmitDistance
-		{
-			get
-			{
-				return Mathf.Sqrt (this.maxPowerFactor) * this.nominalRange;
+		/// <summary>
+		/// The maximum distance at which this relay can operate.
+		/// </summary>
+		public double maxTransmitDistance
+		{
+			get
+			{
+				// TODO: Cache this in a way that doesn't break everything.
+				return Math.Sqrt(this.maxPowerFactor) * this.nominalRange;
+			}
+		}
+
+		/// <summary>
+		/// The first CelestialBody blocking line of sight to a 
+		/// </summary>
+		public CelestialBody firstOccludingBody
+		{
+			get
+			{
+				return this.relay.firstOccludingBody;
 			}
 		}
 
@@ -187,8 +249,10 @@
 		 * 
 		 * So... hopefully that doesn't screw with anything else.
 		 * */
-		// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in
-		// terms of joules/byte
+		/// <summary>
+		/// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in
+		/// terms of joules/byte
+		/// </summary>
 		public new float DataRate
 		{
 			get
@@ -206,9 +270,11 @@
 			}
 		}
 
-		// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas
-		// to be scored in terms of joules/byte
-		public new float DataResourceCost
+		/// <summary>
+		/// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas
+		/// to be scored in terms of joules/byte
+		/// </summary>
+		public new double DataResourceCost
 		{
 			get
 			{
@@ -225,12 +291,36 @@
 			}
 		}
 
-		// Reports whether this antenna has been checked as a viable relay already in the current FindNearestRelay.
-		public bool relayChecked
-		{
-			get
-			{
-				return this.relay.relayChecked;
+		/// <summary>
+		/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
+		/// directly with Kerbin.
+		/// </summary>
+		public bool KerbinDirect
+		{
+			get
+			{
+				if (this.relay != null)
+				{
+					return this.relay.KerbinDirect;
+				}
+
+				return false;
+			}
+		}
+
+		/// <summary>
+		/// Gets the Part title.
+		/// </summary>
+		public string Title
+		{
+			get
+			{
+				if (this.part != null && this.part.partInfo != null)
+				{
+					return this.part.partInfo.title;
+				}
+
+				return string.Empty;
 			}
 		}
 
@@ -244,6 +334,9 @@
 			this.packetThrottle = 100f;
 		}
 
+		/// <summary>
+		/// PartModule OnAwake override; runs at Unity Awake.
+		/// </summary>
 		public override void OnAwake()
 		{
 			base.OnAwake();
@@ -267,7 +360,10 @@
 			));
 		}
 
-		// At least once, when the module starts with a state on the launch pad or later, go find Kerbin.
+		/// <summary>
+		/// PartModule OnStart override; runs at Unity Start.
+		/// </summary>
+		/// <param name="state">State.</param>
 		public override void OnStart (StartState state)
 		{
 			base.OnStart (state);
@@ -285,9 +381,12 @@
 			}
 		}
 
-		// When the module loads, fetch the Squad KSPFields from the base.  This is necessary in part because
-		// overloading packetSize and packetResourceCostinto a property in ModuleLimitedDataTransmitter didn't
-		// work.
+		/// <summary>
+		/// When the module loads, fetch the Squad KSPFields from the base.  This is necessary in part because
+		/// overloading packetSize and packetResourceCostinto a property in ModuleLimitedDataTransmitter didn't
+		/// work.
+		/// </summary>
+		/// <param name="node"><see cref="ConfigNode"/> with data for this module.</param>
 		public override void OnLoad(ConfigNode node)
 		{
 			this.Fields.Load(node);
@@ -296,81 +395,9 @@
 			base.OnLoad (node);
 		}
 
-		// Post an error in the communication messages describing the reason transmission has failed.  Currently there
-		// is only one reason for this.
-		protected void PostCannotTransmitError()
-		{
-			string ErrorText = string.Intern("Unable to transmit: no visible receivers in range!");
-
-			this.ErrorMsg.message = string.Format(
-				"<color='#{0}{1}{2}{3}'><b>{4}</b></color>",
-				((int)(XKCDColors.OrangeRed.r * 255f)).ToString("x2"),
-				((int)(XKCDColors.OrangeRed.g * 255f)).ToString("x2"),
-				((int)(XKCDColors.OrangeRed.b * 255f)).ToString("x2"),
-				((int)(XKCDColors.OrangeRed.a * 255f)).ToString("x2"),
-				ErrorText
-			);
-
-			Tools.PostDebugMessage(this.GetType().Name + ": " + this.ErrorMsg.message);
-
-			ScreenMessages.PostScreenMessage(this.ErrorMsg, false);
-		}
-
-		// Before transmission, set packetResourceCost.  Per above, packet cost increases with the square of
-		// distance.  packetResourceCost maxes out at _basepacketResourceCost * maxPowerFactor, at which point
-		// transmission fails (see CanTransmit).
-		protected void PreTransmit_SetPacketResourceCost()
-		{
-			if (ARConfiguration.FixedPowerCost || this.transmitDistance <= this.nominalRange)
-			{
-				base.packetResourceCost = this._basepacketResourceCost;
-			}
-			else
-			{
-				double rangeFactor = (this.transmitDistance / this.nominalRange);
-				rangeFactor *= rangeFactor;
-
-				base.packetResourceCost = this._basepacketResourceCost
-					* (float)rangeFactor;
-
-				Tools.PostDebugMessage(
-					this,
-					"Pretransmit: packet cost set to {0} before throttle (rangeFactor = {1}).",
-					base.packetResourceCost,
-					rangeFactor);
-			}
-
-			base.packetResourceCost *= this.packetThrottle / 100f;
-		}
-
-		// Before transmission, set packetSize.  Per above, packet size increases with the inverse square of
-		// distance.  packetSize maxes out at _basepacketSize * maxDataFactor.
-		protected void PreTransmit_SetPacketSize()
-		{
-			if (!ARConfiguration.FixedPowerCost && this.transmitDistance >= this.nominalRange)
-			{
-				base.packetSize = this._basepacketSize;
-			}
-			else
-			{
-				double rangeFactor = (this.nominalRange / this.transmitDistance);
-				rangeFactor *= rangeFactor;
-
-				base.packetSize = Math.Min(
-					this._basepacketSize * (float)rangeFactor,
-					this._basepacketSize * this.maxDataFactor);
-
-				Tools.PostDebugMessage(
-					this,
-					"Pretransmit: packet size set to {0} before throttle (rangeFactor = {1}).",
-					base.packetSize,
-					rangeFactor);
-			}
-
-			base.packetSize *= this.packetThrottle / 100f;
-		}
-
-		// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description.
+		/// <summary>
+		/// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description.
+		/// </summary>
 		public override string GetInfo()
 		{
 			string text = base.GetInfo();
@@ -379,7 +406,10 @@
 			return text;
 		}
 
-		// Override ModuleDataTransmitter.CanTransmit to return false when transmission is not possible.
+		/// <summary>
+		/// Determines whether this instance can transmit.
+		/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
+		/// </summary>
 		public new bool CanTransmit()
 		{
 			if (this.part == null || this.relay == null)
@@ -387,51 +417,51 @@
 				return false;
 			}
 
-			PartStates partState = this.part.State;
-			if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED)
-			{
-				Tools.PostDebugMessage(string.Format(
-					"{0}: {1} on {2} cannot transmit: {3}",
-					this.GetType().Name,
-					this.part.partInfo.title,
-					this.vessel.vesselName,
-					Enum.GetName(typeof(PartStates), partState)
-				));
-				return false;
-			}
+			switch (this.part.State)
+			{
+				case PartStates.DEAD:
+				case PartStates.DEACTIVATED:
+					Tools.PostDebugMessage(string.Format(
+						"{0}: {1} on {2} cannot transmit: {3}",
+						this.GetType().Name,
+						this.part.partInfo.title,
+						this.vessel.vesselName,
+						Enum.GetName(typeof(PartStates), this.part.State)
+					));
+					return false;
+				default:
+					break;
+			}
+
 			return this.relay.CanTransmit();
 		}
 
-		// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit
-		// returns false.
-		public new void TransmitData(List<ScienceData> dataQueue)
-		{
+		public void FindNearestRelay()
+		{
+			if (this.relay != null)
+			{
+				this.relay.FindNearestRelay();
+			}
+		}
+
+		/// <summary>
+		/// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit
+		/// returns false.
+		/// </summary>
+		/// <param name="dataQueue">List of <see cref="ScienceData"/> to transmit.</param>
+		/// <param name="callback">Callback function</param>
+		public new void TransmitData(List<ScienceData> dataQueue, Callback callback)
+		{
+			this.FindNearestRelay();
+
 			this.PreTransmit_SetPacketSize();
 			this.PreTransmit_SetPacketResourceCost();
 
 			if (this.CanTransmit())
 			{
-				StringBuilder message = new StringBuilder();
-
-				message.Append("[");
-				message.Append(base.part.partInfo.title);
-				message.Append("]: ");
-
-				message.Append("Beginning transmission ");
-
-				if (this.relay.nearestRelay == null)
-				{
-					message.Append("directly to Kerbin.");
-				}
-				else
-				{
-					message.Append("via ");
-					message.Append(this.relay.nearestRelay);
-				}
-
-				ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
-
-				base.TransmitData(dataQueue);
+				ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
+
+				base.TransmitData(dataQueue, callback);
 			}
 			else
 			{
@@ -439,8 +469,12 @@
 
 				var logger = Tools.DebugLogger.New(this);
 
-				foreach (ModuleScienceContainer	scienceContainer in this.vessel.getModulesOfType<ModuleScienceContainer>())
-				{
+				IList<ModuleScienceContainer> vesselContainers = this.vessel.getModulesOfType<ModuleScienceContainer>();
+				ModuleScienceContainer scienceContainer;
+				for (int cIdx = 0; cIdx < vesselContainers.Count; cIdx++)
+				{
+					scienceContainer = vesselContainers[cIdx];
+
 					logger.AppendFormat("Checking ModuleScienceContainer in {0}\n",
 						scienceContainer.part.partInfo.title);
 
@@ -455,8 +489,10 @@
 
 					List<ScienceData> dataStored = new List<ScienceData>();
 
-					foreach (ScienceData data in dataQueue)
+					ScienceData data;
+					for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
 					{
+						data = dataQueue[dIdx];
 						if (!scienceContainer.allowRepeatedSubjects && scienceContainer.HasData(data))
 						{
 							logger.Append("\tAlready contains subject and repeated subjects not allowed, skipping.\n");
@@ -494,9 +530,11 @@
 					msg.AppendFormat("]: {0} data items could not be saved: no space available in data containers.\n");
 					msg.Append("Data to be discarded:\n");
 
-					foreach (ScienceData data in dataQueue)
+					ScienceData data;
+					for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
 					{
-						msg.AppendFormat("\n{0}\n", data.title);
+						data = dataQueue[dIdx];
+						msg.AppendFormat("\t{0}\n", data.title);
 					}
 
 					ScreenMessages.PostScreenMessage(msg.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
@@ -504,7 +542,7 @@
 					Tools.PostDebugMessage(msg.ToString());
 				}
 
-				this.PostCannotTransmitError ();
+				this.PostCannotTransmitError();
 			}
 
 			Tools.PostDebugMessage (
@@ -514,10 +552,24 @@
 			);
 		}
 
-		// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit
-		// returns false.
+		/// <summary>
+		/// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit
+		/// returns false.
+		/// </summary>
+		/// <param name="dataQueue">List of <see cref="ScienceData"/> to transmit.</param>
+		public new void TransmitData(List<ScienceData> dataQueue)
+		{
+			this.TransmitData(dataQueue, null);
+		}
+
+		/// <summary>
+		/// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit
+		/// returns false.
+		/// </summary>
 		public new void StartTransmission()
 		{
+			this.FindNearestRelay();
+
 			PreTransmit_SetPacketSize ();
 			PreTransmit_SetPacketResourceCost ();
 
@@ -529,25 +581,7 @@
 
 			if (this.CanTransmit())
 			{
-				StringBuilder message = new StringBuilder();
-
-				message.Append("[");
-				message.Append(base.part.partInfo.title);
-				message.Append("]: ");
-
-				message.Append("Beginning transmission ");
-
-				if (this.relay.nearestRelay == null)
-				{
-					message.Append("directly to Kerbin.");
-				}
-				else
-				{
-					message.Append("via ");
-					message.Append(this.relay.nearestRelay);
-				}
-
-				ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
+				ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
 
 				base.StartTransmission();
 			}
@@ -557,13 +591,16 @@
 			}
 		}
 
+		/// <summary>
+		/// MonoBehaviour Update
+		/// </summary>
 		public void Update()
 		{
 			if (this.actionUIUpdate)
 			{
 				if (this.CanTransmit())
 				{
-					this.UIrelayStatus = string.Intern("Connected");
+					this.UIrelayStatus = "Connected";
 					this.UItransmitDistance = Tools.MuMech_ToSI(this.transmitDistance) + "m";
 					this.UIpacketSize = Tools.MuMech_ToSI(this.DataRate) + "MiT";
 					this.UIpacketCost = Tools.MuMech_ToSI(this.DataResourceCost) + "E";
@@ -572,7 +609,7 @@
 				{
 					if (this.relay.firstOccludingBody == null)
 					{
-						this.UIrelayStatus = string.Intern("Out of range");
+						this.UIrelayStatus = "Out of range";
 					}
 					else
 					{
@@ -582,25 +619,22 @@
 					this.UIpacketSize = "N/A";
 					this.UIpacketCost = "N/A";
 				}
-			}
-		}
-
-		public void onPartActionUICreate(Part eventPart)
-		{
-			if (eventPart == base.part)
-			{
-				this.actionUIUpdate = true;
-			}
-		}
-
-		public void onPartActionUIDismiss(Part eventPart)
-		{
-			if (eventPart == base.part)
-			{
-				this.actionUIUpdate = false;
-			}
-		}
-
+
+				if (this.KerbinDirect)
+				{
+					this.UIrelayTarget = AntennaRelay.Kerbin.bodyName;
+				}
+				else
+				{
+					this.UIrelayTarget = this.targetRelay.ToString();
+				}
+			}
+		}
+
+		/// <summary>
+		/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.
+		/// </summary>
+		/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.</returns>
 		public override string ToString()
 		{
 			StringBuilder msg = new StringBuilder();
@@ -612,12 +646,137 @@
 				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();
 		}
 
+		// When we catch an onPartActionUICreate event for our part, go ahead and update every frame to look pretty.
+		private void onPartActionUICreate(Part eventPart)
+		{
+			if (eventPart == base.part)
+			{
+				this.actionUIUpdate = true;
+			}
+		}
+
+		// When we catch an onPartActionUIDismiss event for our part, stop updating every frame to look pretty.
+		private void onPartActionUIDismiss(Part eventPart)
+		{
+			if (eventPart == base.part)
+			{
+				this.actionUIUpdate = false;
+			}
+		}
+
+		// Post an error in the communication messages describing the reason transmission has failed.  Currently there
+		// is only one reason for this.
+		private void PostCannotTransmitError()
+		{
+			string ErrorText = string.Intern("Unable to transmit: no visible receivers in range!");
+
+			this.ErrorMsg.message = string.Format(
+				"<color='#{0}{1}{2}{3}'><b>{4}</b></color>",
+				((int)(XKCDColors.OrangeRed.r * 255f)).ToString("x2"),
+				((int)(XKCDColors.OrangeRed.g * 255f)).ToString("x2"),
+				((int)(XKCDColors.OrangeRed.b * 255f)).ToString("x2"),
+				((int)(XKCDColors.OrangeRed.a * 255f)).ToString("x2"),
+				ErrorText
+			);
+
+			Tools.PostDebugMessage(this.GetType().Name + ": " + this.ErrorMsg.message);
+
+			ScreenMessages.PostScreenMessage(this.ErrorMsg, false);
+		}
+
+		// Before transmission, set packetResourceCost.  Per above, packet cost increases with the square of
+		// distance.  packetResourceCost maxes out at _basepacketResourceCost * maxPowerFactor, at which point
+		// transmission fails (see CanTransmit).
+		private void PreTransmit_SetPacketResourceCost()
+		{
+			if (ARConfiguration.FixedPowerCost || this.transmitDistance <= this.nominalRange)
+			{
+				base.packetResourceCost = this._basepacketResourceCost;
+			}
+			else
+			{
+				float rangeFactor = (float)(this.transmitDistance / this.nominalRange);
+				rangeFactor *= rangeFactor;
+
+				base.packetResourceCost = this._basepacketResourceCost
+					* rangeFactor;
+
+				Tools.PostDebugMessage(
+					this,
+					"Pretransmit: packet cost set to {0} before throttle (rangeFactor = {1}).",
+					base.packetResourceCost,
+					rangeFactor);
+			}
+
+			base.packetResourceCost *= this.packetThrottle / 100f;
+		}
+
+		// Before transmission, set packetSize.  Per above, packet size increases with the inverse square of
+		// distance.  packetSize maxes out at _basepacketSize * maxDataFactor.
+		private void PreTransmit_SetPacketSize()
+		{
+			if (!ARConfiguration.FixedPowerCost && this.transmitDistance >= this.nominalRange)
+			{
+				base.packetSize = this._basepacketSize;
+			}
+			else
+			{
+				float rangeFactor = (float)(this.nominalRange / this.transmitDistance);
+				rangeFactor *= rangeFactor;
+
+				base.packetSize = Mathf.Min(
+					this._basepacketSize * rangeFactor,
+					this._basepacketSize * this.maxDataFactor);
+
+				Tools.PostDebugMessage(
+					this,
+					"Pretransmit: packet size set to {0} before throttle (rangeFactor = {1}).",
+					base.packetSize,
+					rangeFactor);
+			}
+
+			base.packetSize *= this.packetThrottle / 100f;
+		}
+
+		private string buildTransmitMessage()
+		{
+			StringBuilder message = new StringBuilder();
+
+			message.Append("[");
+			message.Append(base.part.partInfo.title);
+			message.Append("]: ");
+
+			message.Append("Beginning transmission ");
+
+			if (this.KerbinDirect)
+			{
+				message.Append("directly to Kerbin.");
+			}
+			else
+			{
+				message.Append("via ");
+				message.Append(this.relay.targetRelay);
+			}
+
+			return message.ToString();
+		}
+
+		#if DEBUG
 		// When debugging, it's nice to have a button that just tells you everything.
-		#if DEBUG
 		[KSPEvent (guiName = "Show Debug Info", active = true, guiActive = true)]
 		public void DebugInfo()
 		{
@@ -637,8 +796,9 @@
 				"DataRate: {9}\n" +
 				"DataResourceCost: {10}\n" +
 				"TransmitterScore: {11}\n" +
-				"NearestRelay: {12}\n" +
-				"Vessel ID: {13}",
+				"targetRelay: {12}\n" +
+				"KerbinDirect: {13}\n" +
+				"Vessel ID: {14}",
 				this.name,
 				this._basepacketSize,
 				base.packetSize,
@@ -651,10 +811,12 @@
 				this.DataRate,
 				this.DataResourceCost,
 				ScienceUtil.GetTransmitterScore(this),
-				this.relay.FindNearestRelay(),
+				this.relay.targetRelay == null ? "null" : this.relay.targetRelay.ToString(),
+				this.KerbinDirect,
 				this.vessel.id
 				);
-			Tools.PostDebugMessage(msg);
+
+			Tools.PostLogMessage(msg);
 		}
 
 		[KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)]
@@ -664,14 +826,16 @@
 
 			sb.Append("Dumping FlightGlobals.Vessels:");
 
-			foreach (Vessel vessel in FlightGlobals.Vessels)
-			{
+			Vessel vessel;
+			for (int i = 0; i < FlightGlobals.Vessels.Count; i++)
+			{
+				vessel = FlightGlobals.Vessels[i];
 				sb.AppendFormat("\n'{0} ({1})'", vessel.vesselName, vessel.id);
 			}
 
 			Tools.PostDebugMessage(sb.ToString());
 		}
-
+		 
 		[KSPEvent (guiName = "Dump RelayDB", active = true, guiActive = true)]
 		public void DumpRelayDB()
 		{

--- a/ProtoAntennaRelay.cs
+++ b/ProtoAntennaRelay.cs
@@ -28,28 +28,46 @@
 
 using KSP;
 using System;
-using System.Linq;
 using ToadicusTools;
 
 namespace AntennaRange
 {
-	/*
-	 * Wrapper class for ProtoPartModuleSnapshot extending AntennaRelay and implementing IAntennaRelay.
-	 * This is used for finding relays in unloaded Vessels.
-	 * */
+	/// <summary>
+	/// Wrapper class for ProtoPartModuleSnapshot extending AntennaRelay and implementing IAntennaRelay.
+	/// This is used for finding relays in unloaded Vessels.
+	/// </summary>
 	public class ProtoAntennaRelay : AntennaRelay, IAntennaRelay
 	{
 		// Stores the prototype part so we can make sure we haven't exploded or so.
-		protected ProtoPartSnapshot protoPart;
+		private ProtoPartSnapshot protoPart;
 
+		/// <summary>
+		/// Gets the parent Vessel.
+		/// </summary>
 		public override Vessel vessel
 		{
 			get
 			{
-				return this.protoPart.pVesselRef.vesselRef;
+				if (this.protoPart != null && this.protoPart.pVesselRef != null)
+				{
+					return this.protoPart.pVesselRef.vesselRef;
+				}
+				else
+				{
+					Tools.PostLogMessage("{0}: Could not fetch vessel!  {1}{2}{3}",
+						this.ToString(),
+						this.protoPart == null ? "\n\tprotoPart=Null" : string.Empty,
+						this.protoPart != null && this.protoPart.pVesselRef == null ? "\n\tthis.protoPart.pVesselRef=Null" : string.Empty,
+						this.protoPart != null && this.protoPart.pVesselRef != null && this.protoPart.pVesselRef.vesselRef == null ? "\n\tthis.protoPart.pVesselRef.vesselRef=Null" : string.Empty
+					);
+					return null;
+				}
 			}
 		}
 
+		/// <summary>
+		/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
+		/// </summary>
 		public override double nominalTransmitDistance
 		{
 			get
@@ -59,10 +77,9 @@
 		}
 
 		/// <summary>
-		/// The maximum distance at which this transmitter can operate.
+		/// The maximum distance at which this relay can operate.
 		/// </summary>
-		/// <value>The max transmit distance.</value>
-		public override float maxTransmitDistance
+		public override double maxTransmitDistance
 		{
 			get
 			{
@@ -71,28 +88,26 @@
 		}
 
 		/// <summary>
-		/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during
-		/// the current relay attempt.
+		/// Gets the underlying part's title.
 		/// </summary>
-		/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value>
-		public override bool relayChecked
+		/// <value>The title.</value>
+		public string Title
 		{
-			get;
-			protected set;
+			get
+			{
+				if (this.protoPart != null && this.protoPart.partInfo != null)
+				{
+					return this.protoPart.partInfo.title;
+				}
+
+				return string.Empty;
+			}
 		}
 
 		/// <summary>
-		/// Gets the underlying part's title.
+		/// Determines whether this instance can transmit.
+		/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
 		/// </summary>
-		/// <value>The title.</value>
-		public string title
-		{
-			get
-			{
-				return this.protoPart.partInfo.title;
-			}
-		}
-
 		public override bool CanTransmit()
 		{
 			PartStates partState = (PartStates)this.protoPart.state;
@@ -101,7 +116,7 @@
 				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)
 				));
@@ -110,31 +125,35 @@
 			return base.CanTransmit();
 		}
 
+		/// <summary>
+		/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.
+		/// </summary>
+		/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.</returns>
 		public override string ToString()
 		{
-			return string.Format(
-				"{0} on {1} (proto)",
-				this.title,
-				this.protoPart.pVesselRef.vesselName
-			);
+			System.Text.StringBuilder sb = new System.Text.StringBuilder();
+
+			sb.Append(this.Title);
+
+			if (this.protoPart != null && this.protoPart.pVesselRef != null)
+			{
+				sb.AppendFormat(" on {0}", this.protoPart.pVesselRef.vesselName);
+			}
+
+			return sb.ToString();
 		}
 
 		/// <summary>
-		/// Initializes a new instance of the <see cref="AntennaRange.ProtoAntennaRelay"/> class.
+		/// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
 		/// </summary>
-		/// <param name="ms">The ProtoPartModuleSnapshot to wrap</param>
-		/// <param name="vessel">The parent Vessel</param>
+		/// <param name="prefabRelay">The module reference underlying this AntennaRelay,
+		/// as an <see cref="AntennaRange.IAntennaRelay"/></param>
+		/// <param name="pps">The prototype partreference on which the module resides.</param>
 		public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(prefabRelay)
 		{
 			this.protoPart = pps;
-		}
 
-		~ProtoAntennaRelay()
-		{
-			Tools.PostDebugMessage(string.Format(
-				"{0}: destroyed",
-				this.ToString()
-			));
+			Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString());
 		}
 	}
 }

--- a/RelayDatabase.cs
+++ b/RelayDatabase.cs
@@ -25,6 +25,8 @@
 // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#pragma warning disable 1591
 
 using KSP;
 using System;
@@ -41,7 +43,7 @@
 		 * Static members
 		 * */
 		// Singleton storage
-		protected static RelayDatabase _instance;
+		private static RelayDatabase _instance;
 		// Gets the singleton
 		public static RelayDatabase Instance
 		{
@@ -64,22 +66,23 @@
 		 * Fields
 		 * */
 		// Vessel.id-keyed hash table of Part.GetHashCode()-keyed tables of relay objects.
-		protected Dictionary<Guid, Dictionary<int, IAntennaRelay>> relayDatabase;
+		private Dictionary<Guid, List<IAntennaRelay>> relayDatabase;
+		private Dictionary<Guid, IAntennaRelay> bestRelayTable;
 
 		// Vessel.id-keyed hash table of part counts, used for caching
-		protected Dictionary<Guid, int> vesselPartCountTable;
+		private Dictionary<Guid, int> vesselPartCountTable;
 
 		// Vessel.id-keyed hash table of booleans to track what vessels have been checked so far this time.
 		public Dictionary<Guid, bool> CheckedVesselsTable;
 
-		protected int cacheHits;
-		protected int cacheMisses;
+		private int cacheHits;
+		private int cacheMisses;
 
 		/*
 		 * Properties
 		 * */
 		// Gets the Part-hashed table of relays in a given vessel
-		public Dictionary<int, IAntennaRelay> this [Vessel vessel]
+		public IList<IAntennaRelay> this [Vessel vessel]
 		{
 			get
 			{
@@ -104,16 +107,50 @@
 				}
 
 				// Return the Part-hashed table of relays for this vessel
-				return relayDatabase[vessel.id];
+				return relayDatabase[vessel.id].AsReadOnly();
 			}
 		}
 
 		/* 
 		 * Methods
 		 * */
+		// Remove a vessel from the cache, if it exists.
+		public void DirtyVessel(Vessel vessel)
+		{
+			this.relayDatabase.Remove(vessel.id);
+			this.vesselPartCountTable.Remove(vessel.id);
+			this.relayDatabase.Remove(vessel.id);
+		}
+
+		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
+		public bool ContainsKey(Guid key)
+		{
+			return this.relayDatabase.ContainsKey(key);
+		}
+
+		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.
+		public bool ContainsKey(Vessel vessel)
+		{
+			return this.ContainsKey(vessel.id);
+		}
+
+		public IAntennaRelay GetBestVesselRelay(Vessel vessel)
+		{
+			IAntennaRelay relay;
+			if (this.bestRelayTable.TryGetValue(vessel.id, out relay))
+			{
+				return relay;
+			}
+			else
+			{
+				var dump = this[vessel];
+				return null;
+			}
+		}
+
 		// Adds a vessel to the database
 		// The return for this function isn't used yet, but seems useful for potential future API-uses
-		public bool AddVessel(Vessel vessel)
+		private bool AddVessel(Vessel vessel)
 		{
 			// If this vessel is already here...
 			if (this.ContainsKey(vessel))
@@ -133,7 +170,7 @@
 			else
 			{
 				// Build an empty table...
-				this.relayDatabase[vessel.id] = new Dictionary<int, IAntennaRelay>();
+				this.relayDatabase[vessel.id] = new List<IAntennaRelay>();
 
 				// Update the empty index
 				this.UpdateVessel(vessel);
@@ -144,7 +181,7 @@
 		}
 
 		// Update the vessel's entry in the table
-		public void UpdateVessel(Vessel vessel)
+		private void UpdateVessel(Vessel vessel)
 		{
 			// Squak if the database doesn't have the vessel
 			if (!this.ContainsKey(vessel))
@@ -157,37 +194,12 @@
 				));
 			}
 
-			Dictionary<int, IAntennaRelay> vesselTable = this.relayDatabase[vessel.id];
+			List<IAntennaRelay> vesselTable = this.relayDatabase[vessel.id];
 
 			// Actually build and assign the table
 			this.getVesselRelays(vessel, ref vesselTable);
 			// Set the part count
 			this.vesselPartCountTable[vessel.id] = vessel.Parts.Count;
-		}
-
-		// Remove a vessel from the cache, if it exists.
-		public void DirtyVessel(Vessel vessel)
-		{
-			if (this.relayDatabase.ContainsKey(vessel.id))
-			{
-				this.relayDatabase.Remove(vessel.id);
-			}
-			if (this.vesselPartCountTable.ContainsKey(vessel.id))
-			{
-				this.vesselPartCountTable.Remove(vessel.id);
-			}
-		}
-
-		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
-		public bool ContainsKey(Guid key)
-		{
-			return this.relayDatabase.ContainsKey(key);
-		}
-
-		// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.
-		public bool ContainsKey(Vessel vessel)
-		{
-			return this.ContainsKey(vessel.id);
 		}
 
 		// Runs when a vessel is modified (or when we switch to one, to catch docking events)
@@ -214,7 +226,7 @@
 		}
 
 		// Runs when the player requests a scene change, such as when changing vessels or leaving flight.
-		public void onSceneChange(GameScenes scene)
+		private void onSceneChange(GameScenes scene)
 		{
 			// If the active vessel is a real thing...
 			if (FlightGlobals.ActiveVessel != null)
@@ -225,7 +237,7 @@
 		}
 
 		// Runs when parts are undocked
-		public void onPartEvent(Part part)
+		private void onPartEvent(Part part)
 		{
 			if (part != null && part.vessel != null)
 			{
@@ -234,14 +246,14 @@
 		}
 
 		// Runs when parts are coupled, as in docking
-		public void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data)
+		private void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data)
 		{
 			this.onPartEvent(data.from);
 			this.onPartEvent(data.to);
 		}
 
 		// Produce a Part-hashed table of relays for the given vessel
-		protected void getVesselRelays(Vessel vessel, ref Dictionary<int, IAntennaRelay> relays)
+		private void getVesselRelays(Vessel vessel, ref List<IAntennaRelay> relays)
 		{
 			// We're going to completely regen this table, so dump the current contents.
 			relays.Clear();
@@ -251,6 +263,10 @@
 				"IAntennaRelay",
 				vessel.vesselName
 			));
+
+			double bestRelayRange = double.NegativeInfinity;
+			IAntennaRelay bestRelay = null;
+			IAntennaRelay relay;
 
 			// If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly.
 			if (vessel.loaded) {
@@ -261,16 +277,30 @@
 				));
 
 				// Loop through the Parts in the Vessel...
-				foreach (Part part in vessel.Parts)
-				{
+				Part part;
+				for (int partIdx = 0; partIdx < vessel.Parts.Count; partIdx++)
+				{
+					part = vessel.Parts[partIdx];
+
 					// ...loop through the PartModules in the Part...
-					foreach (PartModule module in part.Modules)
+					PartModule module;
+					for (int modIdx = 0; modIdx < part.Modules.Count; modIdx++)
 					{
+						module = part.Modules[modIdx];
+
 						// ...if the module is a relay...
 						if (module is IAntennaRelay)
 						{
+							relay = (module as IAntennaRelay);
+
+							if (relay.maxTransmitDistance > bestRelayRange)
+							{
+								bestRelayRange = relay.maxTransmitDistance;
+								bestRelay = relay;
+							}
+
 							// ...add the module to the table
-							relays.Add(part.GetHashCode(), module as IAntennaRelay);
+							relays.Add(relay);
 							// ...neglect relay objects after the first in each part.
 							break;
 						}
@@ -287,8 +317,11 @@
 				));
 
 				// Loop through the ProtoPartModuleSnapshots in the Vessel...
-				foreach (ProtoPartSnapshot pps in vessel.protoVessel.protoPartSnapshots)
-				{
+				ProtoPartSnapshot pps;
+				for (int ppsIdx = 0; ppsIdx < vessel.protoVessel.protoPartSnapshots.Count; ppsIdx++)
+				{
+					pps = vessel.protoVessel.protoPartSnapshots[ppsIdx];
+
 					Tools.PostDebugMessage(string.Format(
 						"{0}: Searching in protopartsnapshot {1}",
 						this.GetType().Name,
@@ -306,8 +339,11 @@
 					));
 
 					// ...loop through the PartModules in the prefab...
-					foreach (PartModule module in partPrefab.Modules)
+					PartModule module;
+					for (int modIdx = 0; modIdx < partPrefab.Modules.Count; modIdx++)
 					{
+						module = partPrefab.Modules[modIdx];
+
 						Tools.PostDebugMessage(string.Format(
 							"{0}: Searching in partmodule {1}",
 							this.GetType().Name,
@@ -323,14 +359,24 @@
 								module
 							));
 
+							relay = new ProtoAntennaRelay(module as IAntennaRelay, pps);
+
+							if (relay.maxTransmitDistance > bestRelayRange)
+							{
+								bestRelayRange = relay.maxTransmitDistance;
+								bestRelay = relay;
+							}
+
 							// ...build a new ProtoAntennaRelay and add it to the table
-							relays.Add(pps.GetHashCode(), new ProtoAntennaRelay(module as IAntennaRelay, pps));
+							relays.Add(relay);
 							// ...neglect relay objects after the first in each part.
 							break;
 						}
 					}
 				}
 			}
+
+			this.bestRelayTable[vessel.id] = bestRelay;
 
 			Tools.PostDebugMessage(string.Format(
 				"{0}: vessel '{1}' ({2}) has {3} transmitters.",
@@ -342,10 +388,11 @@
 		}
 
 		// Construct the singleton
-		protected RelayDatabase()
+		private RelayDatabase()
 		{
 			// Initialize the databases
-			this.relayDatabase = new Dictionary<Guid, Dictionary<int, IAntennaRelay>>();
+			this.relayDatabase = new Dictionary<Guid, List<IAntennaRelay>>();
+			this.bestRelayTable = new Dictionary<Guid, IAntennaRelay>();
 			this.vesselPartCountTable = new Dictionary<Guid, int>();
 			this.CheckedVesselsTable = new Dictionary<Guid, bool>();
 
@@ -389,12 +436,17 @@
 
 			sb.Append("Dumping RelayDatabase:");
 
-			foreach (Guid id in this.relayDatabase.Keys)
-			{
-				sb.AppendFormat("\nVessel {0}:", id);
-
-				foreach (IAntennaRelay relay in this.relayDatabase[id].Values)
-				{
+			var dbEnum = this.relayDatabase.GetEnumerator();
+			IList<IAntennaRelay> vesselRelays;
+			while (dbEnum.MoveNext())
+			{
+				sb.AppendFormat("\nVessel {0}:", dbEnum.Current.Key);
+
+				vesselRelays = dbEnum.Current.Value;
+				IAntennaRelay relay;
+				for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
+				{
+					relay = vesselRelays[rIdx];
 					sb.AppendFormat("\n\t{0}", relay.ToString());
 				}
 			}

--- a/RelayExtensions.cs
+++ b/RelayExtensions.cs
@@ -28,14 +28,13 @@
 
 using System;
 using System.Collections.Generic;
-using System.Linq;
 using ToadicusTools;
 
 namespace AntennaRange
 {
-	/*
-	 * A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin.
-	 * */
+	/// <summary>
+	/// A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin.
+	/// </summary>
 	public static class RelayExtensions
 	{
 		/// <summary>
@@ -69,12 +68,42 @@
 		}
 
 		/// <summary>
+		/// Returns the square of the distance between this IAntennaRelay and a Vessel
+		/// </summary>
+		/// <param name="relay">This <see cref="IAntennaRelay"/></param>
+		/// <param name="vessel">A <see cref="Vessel"/></param>
+		public static double sqrDistanceTo(this AntennaRelay relay, Vessel vessel)
+		{
+			return relay.vessel.sqrDistanceTo(vessel);
+		}
+
+		/// <summary>
+		/// Returns the square of the distance between this IAntennaRelay and a CelestialBody
+		/// </summary>
+		/// <param name="relay">This <see cref="IAntennaRelay"/></param>
+		/// <param name="body">A <see cref="CelestialBody"/></param>
+		public static double sqrDistanceTo(this AntennaRelay relay, CelestialBody body)
+		{
+			return relay.vessel.sqrDistanceTo(body);
+		}
+
+		/// <summary>
+		/// Returns the square of the distance between this IAntennaRelay and another IAntennaRelay
+		/// </summary>
+		/// <param name="relayOne">This <see cref="IAntennaRelay"/></param>
+		/// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>
+		public static double sqrDistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
+		{
+			return relayOne.vessel.sqrDistanceTo(relayTwo.vessel);
+		}
+
+		/// <summary>
 		/// Returns all of the PartModules or ProtoPartModuleSnapshots implementing IAntennaRelay in this Vessel.
 		/// </summary>
 		/// <param name="vessel">This <see cref="Vessel"/></param>
-		public static IEnumerable<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
+		public static IList<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
 		{
-			return RelayDatabase.Instance[vessel].Values.ToList();
+			return RelayDatabase.Instance[vessel];
 		}
 
 		/// <summary>
@@ -84,8 +113,11 @@
 		/// <param name="vessel"></param>
 		public static bool HasConnectedRelay(this Vessel vessel)
 		{
-			foreach (IAntennaRelay relay in RelayDatabase.Instance[vessel].Values)
+			IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
+			IAntennaRelay relay;
+			for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
 			{
+				relay = vesselRelays[rIdx];
 				if (relay.CanTransmit())
 				{
 					return true;
@@ -94,6 +126,59 @@
 
 			return false;
 		}
+
+		/// <summary>
+		/// Gets the <see cref="AntennaRange.ConnectionStatus"/> for this <see cref="Vessel"/>
+		/// </summary>
+		/// <param name="vessel">This <see cref="Vessel"/></param>
+		public static ConnectionStatus GetConnectionStatus(this Vessel vessel)
+		{
+			bool canTransmit = false;
+
+			IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
+			IAntennaRelay relay;
+			for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
+			{
+				relay = vesselRelays[rIdx];
+				if (relay.CanTransmit())
+				{
+					canTransmit = true;
+					if (relay.transmitDistance <= relay.nominalTransmitDistance)
+					{
+						return ConnectionStatus.Optimal;
+					}
+				}
+			}
+
+			if (canTransmit)
+			{
+				return ConnectionStatus.Suboptimal;
+			}
+			else
+			{
+				return ConnectionStatus.None;
+			}
+		}
+
+		/// <summary>
+		/// Gets the best relay on this Vessel.  The best relay may not be able to transmit.
+		/// </summary>
+		/// <param name="vessel">This <see cref="Vessel"/></param>
+		public static IAntennaRelay GetBestRelay(this Vessel vessel)
+		{
+			return RelayDatabase.Instance.GetBestVesselRelay(vessel);
+		}
+	}
+
+	#pragma warning disable 1591
+	/// <summary>
+	/// An Enum describing the connection status of a vessel or relay.
+	/// </summary>
+	public enum ConnectionStatus
+	{
+		None,
+		Suboptimal,
+		Optimal
 	}
 }