/// <summary>
        /// Call this method to apply a vessel update using interpolation
        /// </summary>
        public FlightCtrlState GetInterpolatedValue()
        {
            if (!VesselCommon.IsSpectating && FlightGlobals.ActiveVessel && FlightGlobals.ActiveVessel.id == VesselId)
            {
                //Do not apply flight states updates to our OWN controlled vessel
                return(FlightGlobals.ActiveVessel.ctrlState);
            }

            if (InterpolationFinished && VesselFlightStateSystem.TargetFlightStateQueue.TryGetValue(VesselId, out var queue) && queue.TryDequeue(out var targetUpdate))
            {
                if (Target == null)
                {
                    //This is the case of first iteration
                    GameTimeStamp = targetUpdate.GameTimeStamp - TimeSpan.FromMilliseconds(SettingsSystem.ServerSettings.SecondaryVesselUpdatesMsInterval).TotalSeconds;

                    CopyFrom(FlightGlobals.FindVessel(VesselId));
                }
                else
                {
                    GameTimeStamp = Target.GameTimeStamp;
                    SubspaceId    = Target.SubspaceId;

                    CtrlState.CopyFrom(Target.CtrlState);
                }

                LerpPercentage = 0;

                if (Target != null)
                {
                    Target.CopyFrom(targetUpdate);
                    VesselFlightStateSystem.TargetFlightStateQueue[VesselId].Recycle(targetUpdate);
                }
                else
                {
                    Target = targetUpdate;
                }

                AdjustExtraInterpolationTimes();

                //UpdateProtoVesselValues();
            }

            if (Target == null)
            {
                return(InterpolatedCtrlState);
            }

            InterpolatedCtrlState.Lerp(CtrlState, Target.CtrlState, LerpPercentage);
            LerpPercentage += (float)(Time.fixedDeltaTime / InterpolationDuration);

            return(InterpolatedCtrlState);
        }
        /// <summary>
        /// Call this method to apply a vessel update using interpolation
        /// </summary>
        public FlightCtrlState GetInterpolatedValue()
        {
            if (!VesselCommon.IsSpectating && FlightGlobals.ActiveVessel?.id == VesselId)
            {
                //Do not apply flight states updates to our OWN controlled vessel
                return(FlightGlobals.ActiveVessel.ctrlState);
            }

            if (InterpolationFinished && VesselFlightStateSystem.TargetFlightStateQueue.TryGetValue(VesselId, out var queue) && queue.TryDequeue(out var targetUpdate))
            {
                if (Target == null) //This is the case of first iteration
                {
                    GameTimeStamp = targetUpdate.GameTimeStamp - TimeSpan.FromMilliseconds(SettingsSystem.ServerSettings.SecondaryVesselUpdatesMsInterval).TotalSeconds;
                }

                ProcessRestart();
                LerpPercentage = 0;

                if (Target != null)
                {
                    Target.CopyFrom(targetUpdate);
                    VesselFlightStateSystem.TargetFlightStateQueue[VesselId].Recycle(targetUpdate);
                }
                else
                {
                    Target = targetUpdate;
                }

                AdjustExtraInterpolationTimes();

                //UpdateProtoVesselValues();
            }

            if (Target == null)
            {
                return(InterpolatedCtrlState);
            }
            if (LerpPercentage > 1)
            {
                //We only send flight states of the ACTIVE vessel so perhaps some player switched a vessel and we are not receiveing any flight state
                //To solve this just remove the vessel from the system
                VesselFlightStateSystem.Singleton.RemoveVessel(VesselId);
            }

            InterpolatedCtrlState.Lerp(CtrlState, Target.CtrlState, LerpPercentage);
            LerpPercentage += (float)(Time.fixedDeltaTime / InterpolationDuration);

            return(InterpolatedCtrlState);
        }