Ok, Here is what I have been able to find out. MapSat is something of a memory sink but there is something more at work here than just a memory sink. I launched a bunch of probes with MechJeb, LazorSystem and Kethane (along with MapSat) and put them into various orbits (Moho, Eve, Gilly, Kerbin, Mun and Minmus). By the time I got them all into orbit, I switched to Gilly to scan and I was getting around 3.5+ GB memory utilization, <1 fps my machine was unresponsive and that was even before switching to 50x speed. This was with the resolution set to 200. When I quit and ran with an empty MapSat data directory (except Hilo and the textures) I could get reasonable scanning performance even with extremely high resolutions (>1000) at 50x speedup. The FPS never dipped. The KSP memory utilization stayed around 2.2gb. Loading in all my new maps (not from old version, all recreated under the new devel version) and artifacts.dat/etc... and going back in and scanning the same planet, I got "reasonable" speeds... I was getting about 11fps on 50x speedup with anywhere from 200-1000 resolutions with the memory utilization staying around 2.25gb. None of the other plugins changed. So my questions lead me down the path of memory leak or garbage collection problems in MapSat. The key questions I have are: 1) What happens if you load a single vessel with more than one MapSat dish (i.e. a multi-stage rocket with 4 probes that get separated from each other prior to scanning? 2) When does the data files get read and is there an attempt to make sure the data file doesn't get red multiple times before whatever is used to store it is freed up.... namely if I have two MapSat satellites around Kerbin and switch between them, does the Kerbin data get loaded in twice? What about if I have a Kerbin satellite and a Eve satellite, does the Kerbin data get freed up when I switch to Eve? The reason I ask is my csv files for each of these places is extremely large (Kerbin is 750m, Minmus for whatever reason is 1.3Gb) if it is reading in each of these into memory in order to prevent writing duplicate data and not freeing up those spaces in memory when I switch away, that is a over 2Gb of memory hanging around just between those two planets. 3) How are the data structures being freed? I have not gotten into unity development but my understanding is it is C#/.NET Framework at its core. Memory management and garbage collection in .NET can be an extremely finicky/difficult thing... 4) Why is a "completed" map of Minmus' CSV file bigger than my "completed" map of Kerbin's? Why is either so large? Those are my thoughts, but as I said I have never gotten into Unity development myself. But based on the little testing I have been doing even aside from this it definitely seems to be MapSat related and affected by how long (or how many) maps you have been working with and not really related to other Mod inter-dependancies except that all the mods need to compete for the same memory state. My next step is to wait till there is a problem again and try just quitting/re-entering (should have tried this first but you know, insane) to see if it is simply a memory allocation issue and quitting the program/coming back in fixes it. Also I wonder if scanning without creating the CSV files might work better, but personally those CSV files are awesome. Either way just hoping some extra info might help.