Release 0.53a

The mod already verified entries of the save game and initialized them
to default values if they were missing or invalid, which would happen
any time the save game was manually modified by a player or a program,
or after a patch that added new things. This would prevent crashing, but
not weird little glitches, which would occur until the game naturally
generated new missions, or until you refreshed the board manually. Now,
whenever the mod detects one of these, it will automatically refresh the
board for you. This means that any active contracts will be cleared
sometimes after a patch, but it also means that you will not be
experiencing these glitches. Please complete any active contracts that
you care about before patching.

Added new logic to control when contracts are handed out on the board.
Asteroid Retrieval, Station Building, and Base Building can now only
have two contracts out at any given time, and you will not receive
duplicate missions to build or retrieve the same things in the same
locations, to prevent contract stacking. Aerial and Rover missions can
have four active and two on the board. New contract types are coming
soon.

State tracking has been vastly improved across the board. You should no
longer have missions randomly completing on their own. This makes
station and asteroid missions much more stable.

Asteroid contracts were overhauled. The tracking on "new" asteroids is
now much more solid, you will be asked to retrieve a specific
classification of asteroid, and you will receive feedback messages every
time you claw an asteroid to let you know what the agency thinks about
your choice of asteroid. The classification request also applies to the
rare station side objective, so you may be asked to build your station
into a Class E for that Death Star look.

The tracking station now shows waypoints for all current contracts,
including ones you have not accepted. This gives you an opportunity to
check out where a contract is going to take you before accepting it.

Waypoints were not evenly distributed over the surface of a planet, due
to the geometry of a sphere, there is much less distance per latitude
near the poles than there is at the equator, causing the generator to
put more waypoints on the poles than intended. This has been fixed, and
waypoints now spawn uniformly over the planets.

Removed default values of infinity from any variables, as it was rarely
causing terrible things.

Fixed a typo that resulted in aerial missions only spawning above land
on planets with water.

Tightened up higher difficulty aerial waypoint ranges slightly. Rewards
remain the same.

"Navigation activated" and "navigation deactivated" messages were
reversed, causing some confusion as to what was happening with
navigation waypoints. This has been alleviated, and our previous
navigations engineer was tied to a Class D asteroid and thrown at the
sun.

Rover waypoint ranges can now be reduced (or increased) by the gravity
of the target planet. The ranges from last patch apply to Kerbin, and
can go as low as half of what they are now depending on how low the
gravity gets.

Asteroid Retrieval rewards were increased by a significant amount.
Station and Base rewards were increased slightly, and made more
malleable by their side objectives, meaning having to integrate a
research lab will boost science gains, integrating a cupola will boost
reputation gains, etc.

I want to thank everyone that has been giving me feedback and reports.
It's really helping build this into a decent mod. I will continue to
listen and implement as many of your thoughts as I can, so keep on
submitting them to my thread. Perhaps we can drop the "a" off the
version soon!