OK, don't know if this has been reported, but I tried this mod... Great idea, solid grounds, kudos for that. That being said, I've had an issue which required me to remove the mod, at least temporarly. On an existing save game, with 50 flights in progress, I could no longer switch either to the pad or to a vessel currently in flight. The game would just hang at the black loading screen. I started a new savegame, which resolved my issue, or so I thought... I put up my keosync relay sats up, as I use RemoteTech (v1) and MechJeb 2. After putting up my second laboratory up at my research space station, it crashed, and whenever I tried to launch a new high-parts count vessel, it would bug out just like with my previous save game. I removed the mod, and I can once again access my 50+ vessels savegame. For information, I use the following mods: RomFarer's Lazor Mod, Kerb chatter, Mechjeb 2, Remotetech 1, Alarmclock and Crew Manifest. I haven't tried to selectively remove the other mods yet as I wanted first to check out if anyone has had the same issues. On another related issue, I know you are currently accepting comments on the waste heat issue. I wouldn't implement heat generation on vessels which are not carrying parts from your mod. I was surprised to see that waste heat was getting generated on my small relay microsats... those would normally just radiate heat away in space passively using the structures and sometimes moving louvers on the electronic boxes...