public void update()
        {
            VesselController.updateBodyPosition();
            var quat = VesselController.getOrientation();

            var shipup      = Vector3.Transform(new Vector3(1.0f, 0.0f, 0.0f), quat);
            var shipleft    = Vector3.Transform(new Vector3(0.0f, 0.0f, 1.0f), quat);
            var shipforward = Vector3.Transform(new Vector3(0.0f, 1.0f, 0.0f), quat);

            var fdir = shipforward + targetDirection * 1.1f;

            fdir.Normalize();

            float xt = -Vector3.Dot(shipup, fdir);
            float yt = -Vector3.Dot(shipleft, fdir);
            float zt = -Vector3.Dot(shipup, Vector3.UnitX);

            //VesselController.setYaw((float)clamp(xt * 0.1, -0.1, 0.1));
            //VesselController.setPitch((float)clamp(-yt * 0.1, -0.1, 0.1));
            VesselController.setYaw((float)clamp(orientationYawContoller.Calculate(0.0, xt), -1.0, 1.0));
            VesselController.setPitch((float)clamp(-orientationPitchContoller.Calculate(0.0, yt), -1.0, 1.0));
            VesselController.setRoll((float)clamp(orientationRollContoller.Calculate(0.0, zt), -1.0, 1.0));
            //  Console.WriteLine(VesselController.getAngularVelocity().X);
            //  Console.WriteLine(VesselController.getAngularVelocity().Y);
            //  Console.WriteLine(VesselController.getAngularVelocity().Z);
            //  Console.WriteLine(" ");
        }