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
@@ -10,38 +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;

--- 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;
@@ -239,6 +241,35 @@
 				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");
 
 				this.currentConnectionStatus = FlightGlobals.ActiveVessel.GetConnectionStatus();

--- 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;
@@ -38,8 +40,18 @@
 	{
 		#region Fields
 		private Dictionary<Guid, LineRenderer> vesselLineRenderers;
-		private Dictionary<Guid, bool> vesselFrameCache;
-		private bool dumpBool;
+
+		// 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
@@ -83,8 +95,12 @@
 			if (ARConfiguration.PrettyLines)
 			{
 				this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
-				this.vesselFrameCache = new Dictionary<Guid, bool>();
-			}
+			}
+
+			#if DEBUG
+			this.timer = new System.Diagnostics.Stopwatch();
+			this.log = Tools.DebugLogger.New(this);
+			#endif
 		}
 
 		private void OnPreCull()
@@ -96,10 +112,14 @@
 				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" +
@@ -110,29 +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;
 						}
-
-						if (this.vesselFrameCache.TryGetValue(vessel.id, out dumpBool))
-						{
-							log.AppendFormat("Skipping vessel {0} because it's already been processed this frame.");
-							continue;
-						}
-
-						log.AppendFormat("Checking vessel {0}.\n", vessel.vesselName);
 
 						switch (vessel.vesselType)
 						{
@@ -140,27 +152,47 @@
 							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.AppendFormat("\n\tChecking vessel {0}.", vessel.vesselName);
+
+						start = timer.ElapsedMilliseconds;
+
 						IAntennaRelay vesselRelay = vessel.GetBestRelay();
+
+						if (vesselRelay == null)
+						{
+							continue;
+						}
+
+						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)
 						{
+							start = timer.ElapsedMilliseconds;
+
 							this.SetRelayVertices(vesselRelay);
+
+							log.AppendFormat("\n\tSet relay vertices for {0} in {1}ms",
+								vessel, timer.ElapsedMilliseconds - start);
 						}
 					}
 				}
 			}
-			catch (Exception)
-			{
+			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
@@ -174,10 +206,16 @@
 		}
 		#endregion
 
+		#region Utility
 		private void SetRelayVertices(IAntennaRelay relay)
 		{
-			Color lastColor = default(Color);
-			Color thisColor;
+			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());
@@ -204,82 +242,78 @@
 
 			int idx = 0;
 
-			while (relay != null)
-			{
-				Vector3d nextPoint;
-
-				renderer.enabled = true;
-
-				if (!relay.CanTransmit())
-				{
-					thisColor = Color.red;
+			relayStart = timer.ElapsedMilliseconds;
+
+			Vector3d nextPoint;
+
+			renderer.enabled = true;
+
+			if (!relay.CanTransmit())
+			{
+				thisColor = Color.red;
+			}
+			else
+			{
+				if (relay.transmitDistance < relay.nominalTransmitDistance)
+				{
+					thisColor = Color.green;
 				}
 				else
 				{
-					if (relay.transmitDistance < relay.nominalTransmitDistance)
-					{
-						thisColor = Color.green;
-					}
-					else
-					{
-						thisColor = Color.yellow;
-					}
-				}
-
-				if (lastColor != default(Color) && thisColor != lastColor)
-				{
-					break;
-				}
-
-				lastColor = thisColor;
-				renderer.SetColors(thisColor, thisColor);
-
-				this.vesselFrameCache[relay.vessel.id] = true;
-
-				if (relay.KerbinDirect)
-				{
-					nextPoint = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
-					relay = null;
-				}
-				else
-				{
-					if (relay.targetRelay == null)
-					{
-						return;
-					}
-
-					nextPoint = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D());
-					relay = relay.targetRelay;
-				}
-
-				if (!MapView.Draw3DLines)
-				{
-					nextPoint = MapView.MapCamera.camera.WorldToScreenPoint(nextPoint);
-					nextPoint.z = nextPoint.z >= 0f ? d : -d;
-				}
-
-				renderer.SetPosition(++idx, nextPoint);
-			}
-		}
-
-		public void Cleanup()
+					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)
 			{
-				foreach (LineRenderer lineRenderer in this.vesselLineRenderers.Values)
-				{
+				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();
 			}
-
-			if (this.vesselFrameCache != null && this.vesselFrameCache.Count > 0)
-			{
-				this.vesselFrameCache.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
@@ -28,7 +28,6 @@
 
 using System;
 using System.Collections.Generic;
-using System.Linq;
 using ToadicusTools;
 
 namespace AntennaRange
@@ -38,8 +37,8 @@
 	/// </summary>
 	public class AntennaRelay
 	{
-		private static readonly System.Diagnostics.Stopwatch searchTimer = new System.Diagnostics.Stopwatch();
-		private const long millisecondsBetweenSearches = 125L;
+		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.
 		private static CelestialBody _Kerbin;
@@ -63,6 +62,7 @@
 		private long lastSearch;
 
 		private bool canTransmit;
+		private bool isChecked;
 
 		private IAntennaRelay nearestRelay;
 		private IAntennaRelay bestOccludedRelay;
@@ -111,8 +111,6 @@
 		{
 			get
 			{
-				this.FindNearestRelay();
-
 				if (this.KerbinDirect || this.targetRelay == null)
 				{
 					return this.DistanceTo(Kerbin);
@@ -159,7 +157,6 @@
 		/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
 		public virtual bool CanTransmit()
 		{
-			this.FindNearestRelay();
 			return this.canTransmit;
 		}
 
@@ -167,49 +164,64 @@
 		/// Finds the nearest relay.
 		/// </summary>
 		/// <returns>The nearest relay or null, if no relays in range.</returns>
-		private void FindNearestRelay()
-		{
+		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 < Math.Max(millisecondsBetweenSearches, UnityEngine.Time.smoothDeltaTime))
-			{
+			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;
 			}
 
-			Tools.PostDebugMessage("{0}: Updating at {1}ms, {2}ms since last search.",
+			// 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.
+			this.isChecked = true;
+
 			this.lastSearch = searchTime;
-
-			// Skip vessels that have already been checked for a nearest relay this pass.
-			if (RelayDatabase.Instance.CheckedVesselsTable.ContainsKey(this.vessel.id))
-			{
-				return;
-			}
-
-			if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-			{
-				Tools.PostDebugMessage(string.Format(
-					"{0}: finding nearest relay for {1}",
-					this.GetType().Name,
-					this.ToString()
-				));
-			}
-
-			// Set this vessel as checked, so that we don't check it again.
-			RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true;
 
 			// Blank everything we're trying to find before the search.
 			this.firstOccludingBody = null;
 			this.bestOccludedRelay = null;
 			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;
 
@@ -223,9 +235,28 @@
 			 * 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)
-			{
+			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:
@@ -233,121 +264,142 @@
 					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 fob, ARConfiguration.RadiusRatio)
 				)
 				{
+					log.Append("\n\tfailed LOS check");
 					this.firstOccludingBody = fob;
-
-					if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-					{
-						Tools.PostDebugMessage("{6}: Vessel {0} discarded because we do not have line of sight." +
-							"\npotentialSqrDistance: {1}, bestOccludedSqrDistance: {2}, maxTransmitSqrDistance: {3}" +
-							"\npotentialSqrDistance < bestOccludedSqrDistance: {4}" +
-							"\npotentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance): {5}",
-							potentialVessel.vesselName,
-							potentialSqrDistance, bestOccludedSqrDistance, this.maxTransmitDistance * this.maxTransmitDistance,
-							potentialSqrDistance < bestOccludedSqrDistance,
-							potentialSqrDistance < (this.maxTransmitDistance * this.maxTransmitDistance),
-							this.ToString()
-						);
-					}
+					
+					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)
 					)
 					{
-						if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
+						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++)
 						{
-							Tools.PostDebugMessage("{0}: Checking {1} relays on {2}.",
-								this.ToString(),
-								potentialVessel.GetAntennaRelays().Count(),
-								potentialVessel
+							occludedRelay = vesselRelays[rIdx];
+
+							log.AppendFormat(
+								"\n\t\t{0}: Checking candidate for bestOccludedRelay: {1}" +
+								"\n\t\tCanTransmit: {2}",
+								this.ToString(), occludedRelay, occludedRelay.CanTransmit()
 							);
-						}
-
-						foreach (IAntennaRelay occludedRelay in potentialVessel.GetAntennaRelays())
-						{
-							if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-							{
-								Tools.PostDebugMessage(this.ToString() +  " Checking candidate for bestOccludedRelay: {0}" +
-									"\n\tCanTransmit: {1}", occludedRelay, occludedRelay.CanTransmit());
-							}
-
+							
 							if (occludedRelay.CanTransmit())
 							{
 								this.bestOccludedRelay = occludedRelay;
 								bodyOccludingBestOccludedRelay = fob;
 								bestOccludedSqrDistance = potentialSqrDistance;
 
-								if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-								{
-									Tools.PostDebugMessage(this.ToString() + " Found new bestOccludedRelay: {0}" +
-										"\nfirstOccludingBody: {1}" +
-										"\nbestOccludedSqrDistance: {2}",
-										occludedRelay,
-										fob,
-										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)
 				{
-					if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-					{
-						Tools.PostDebugMessage("{0}: Vessel {1} discarded because it is out of range, or farther than another relay.",
+					
+					log.AppendFormat("\n\t{0}: Vessel {1} discarded because it is farther than another the nearest relay.",
+						this.ToString(),
+						potentialVessel.vesselName
+					);
+					continue;
+				}
+
+				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(),
-							potentialVessel.vesselName
+							this.nearestRelay.ToString(),
+							Math.Sqrt(nearestRelaySqrDistance)
 						);
-					}
-					continue;
-				}
-
-				nearestRelaySqrDistance = potentialSqrDistance;
-
-				foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays())
-				{
-					if (potentialRelay.CanTransmit() && potentialRelay.targetRelay != this)
-					{
-						this.nearestRelay = potentialRelay;
-
-						if (FlightGlobals.ActiveVessel != null && FlightGlobals.ActiveVessel.id == this.vessel.id)
-						{
-							Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})",
-								this.ToString(),
-								this.nearestRelay.ToString(),
-								this.nearestRelay.vessel.id
-							));
-						}
+						
 						break;
 					}
 				}
@@ -358,9 +410,7 @@
 			double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
 			kerbinSqrDistance *= kerbinSqrDistance;
 
-			Tools.DebugLogger log = Tools.DebugLogger.New(this);
-
-			log.AppendFormat("{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name);
+			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))
@@ -371,7 +421,7 @@
 				// Therefore, this will only be true if a valid relay is in range.
 				if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
 				{
-					log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).",
+					log.AppendFormat("\n\t\tCan transmit to nearby relay {0} ({1} <= {2}).",
 						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
 							nearestRelaySqrDistance, maxTransmitSqrDistance);
 
@@ -382,81 +432,118 @@
 				// If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway
 				else
 				{
-					log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).",
+					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, target it.
+					// 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\tPicking occluded relay {0} as target ({1} < {2}).",
-							this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(),
-							bestOccludedSqrDistance, kerbinSqrDistance);
-
+						log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
+							bestOccludedRelay, kerbinSqrDistance);
+						
 						this.KerbinDirect = false;
-						this.targetRelay = this.bestOccludedRelay;
-						this.firstOccludingBody = bodyOccludingBestOccludedRelay;
-					}
-					// Otherwise, target Kerbin and report the first body blocking it.
+
+						// 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\tPicking Kerbin as target ({0} >= {1}).",
-							bestOccludedSqrDistance, kerbinSqrDistance);
+						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;
-						this.firstOccludingBody = bodyOccludingKerbin;
-					}
-				}
-			}
-			// If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin
-			else
-			{
-				log.AppendFormat("\n\tKerbin is in LOS.");
-
-				// If the nearest relay is closer than Kerbin and in range, transmit to it.
-				if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
-				{
-					log.AppendFormat("\n\tCan transmit to nearby relay {0} ({1} <= {2}).",
+					}
+				}
+				// 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);
 
-					this.canTransmit = true;
-
-					// If the nearestRelay is closer than Kerbin, use it.
-					if (nearestRelaySqrDistance < kerbinSqrDistance)
-					{
-						log.AppendFormat("\n\tPicking relay {0} over Kerbin ({1} < {2}).",
-							this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
-							nearestRelaySqrDistance, kerbinSqrDistance);
-
-						this.KerbinDirect = false;
-						this.targetRelay = this.nearestRelay;
-					}
-					// Otherwise, Kerbin is closer, so use it.
-					else
-					{
-						log.AppendFormat("\n\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).",
-							this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
-								nearestRelaySqrDistance, kerbinSqrDistance);
-
-						this.KerbinDirect = true;
-						this.targetRelay = null;
-					}
-				}
-				// If the nearest relay is out of range, we still need to check on Kerbin.
-				else
-				{
-					log.AppendFormat("\n\tCan't transmit to nearby relay {0} ({1} > {2}).",
-						this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
-							nearestRelaySqrDistance, maxTransmitSqrDistance);
-
 					// If Kerbin is in range, use it.
 					if (kerbinSqrDistance <= maxTransmitSqrDistance)
 					{
-						log.AppendFormat("\n\tCan transmit to Kerbin ({0} <= {1}).",
+						log.AppendFormat("\n\t\t\tCan transmit to Kerbin ({0} <= {1}).",
 							kerbinSqrDistance, maxTransmitSqrDistance);
 
 						this.canTransmit = true;
@@ -467,45 +554,93 @@
 					// Kerbin and bestOccludedRelay
 					else
 					{
-						log.AppendFormat("\n\tCan't transmit to Kerbin ({0} > {1}).",
+						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, use it.
-						// Since bestOccludedSqrDistance is infinity if there are no occluded relays,
-						// this is safe
+						// 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\tPicking occluded relay {0} as target ({1} < {2}).",
-								this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(),
-									bestOccludedSqrDistance, kerbinSqrDistance);
-
+							log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
+								bestOccludedRelay, kerbinSqrDistance);
+							
 							this.KerbinDirect = false;
-							this.targetRelay = bestOccludedRelay;
-							this.firstOccludingBody = bodyOccludingBestOccludedRelay;
+
+							// 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, target Kerbin.  Since we have LOS, blank the first occluding body.
+						// Otherwise, check Kerbin against the nearest relay.
+						// Since we have LOS, blank the first occluding body.
 						else
 						{
-							log.AppendFormat("\n\t\tPicking Kerbin as target ({0} >= {1}).",
-								bestOccludedSqrDistance, kerbinSqrDistance);
-
-							this.KerbinDirect = true;
-							this.targetRelay = null;
+							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());
-
-			log.Print();
-
+			
+			#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);
+			this.isChecked = false;
 		}
 
 		/// <summary>
@@ -529,6 +664,9 @@
 		public AntennaRelay(IAntennaRelay module)
 		{
 			this.moduleRef = module;
+			this.isChecked = false;
+
+			Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString());
 		}
 	}
 }

--- a/IAntennaRelay.cs
+++ b/IAntennaRelay.cs
@@ -83,6 +83,8 @@
 		/// </summary>
 		bool CanTransmit();
 
+		void FindNearestRelay();
+
 		/// <summary>
 		/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.IAntennaRelay"/>.
 		/// </summary>

--- a/ModuleLimitedDataTransmitter.cs
+++ b/ModuleLimitedDataTransmitter.cs
@@ -29,7 +29,6 @@
 using KSP;
 using System;
 using System.Collections.Generic;
-using System.Linq;
 using System.Text;
 using ToadicusTools;
 using UnityEngine;
@@ -437,6 +436,14 @@
 			return this.relay.CanTransmit();
 		}
 
+		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.
@@ -445,6 +452,8 @@
 		/// <param name="callback">Callback function</param>
 		public new void TransmitData(List<ScienceData> dataQueue, Callback callback)
 		{
+			this.FindNearestRelay();
+
 			this.PreTransmit_SetPacketSize();
 			this.PreTransmit_SetPacketResourceCost();
 
@@ -460,8 +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);
 
@@ -476,8 +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");
@@ -515,8 +530,10 @@
 					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++)
 					{
+						data = dataQueue[dIdx];
 						msg.AppendFormat("\t{0}\n", data.title);
 					}
 
@@ -551,6 +568,8 @@
 		/// </summary>
 		public new void StartTransmission()
 		{
+			this.FindNearestRelay();
+
 			PreTransmit_SetPacketSize ();
 			PreTransmit_SetPacketResourceCost ();
 
@@ -807,8 +826,10 @@
 
 			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);
 			}
 

--- a/ProtoAntennaRelay.cs
+++ b/ProtoAntennaRelay.cs
@@ -28,15 +28,14 @@
 
 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.
@@ -55,6 +54,12 @@
 				}
 				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;
 				}
 			}
@@ -139,21 +144,16 @@
 		}
 
 		/// <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>
@@ -68,16 +67,31 @@
 			return relayOne.DistanceTo(relayTwo.vessel);
 		}
 
+		/// <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);
@@ -87,9 +101,9 @@
 		/// 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().AsReadOnly();
+			return RelayDatabase.Instance[vessel];
 		}
 
 		/// <summary>
@@ -99,8 +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;
@@ -110,12 +127,19 @@
 			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;
 
-			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())
 				{
 					canTransmit = true;
@@ -136,27 +160,20 @@
 			}
 		}
 
+		/// <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)
 		{
-			IAntennaRelay bestRelay = null;
-			double bestScore = double.PositiveInfinity;
-			double relayScore = double.NaN;
-
-			foreach (IAntennaRelay relay in vessel.GetAntennaRelays())
-			{
-				relayScore = relay.transmitDistance / relay.maxTransmitDistance;
-
-				if (relayScore < bestScore)
-				{
-					bestScore = relayScore;
-					bestRelay = relay;
-				}
-			}
-
-			return bestRelay;
+			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,