public void FixedUpdate()
        {
            // too spammy
            //this.Log_DebugOnly("FixedUpdate", ".");

            if (gameConfig == null)
            {
                // too spammy
                //this.Log_DebugOnly("FixedUpdate", "No gameConfig - bailing");
                return;
            }

            if (HighLogic.LoadedSceneIsEditor)
            {
                // too spammy
                this.Log_DebugOnly("FixedUpdate", "Not in flight scene - bailing");
                return;
            }

            if (lastGeeLoadingUpdateUT == -1)
            {
                this.Log_DebugOnly("FixedUpdate", "No lastGeeLoadingUpdateUT - skipping this update");

                // don't do anything this time
                this.lastGeeLoadingUpdateUT = Planetarium.GetUniversalTime();
                return;
            }

            double currentUT      = Planetarium.GetUniversalTime();
            float  elapsedSeconds = (float)(currentUT - lastGeeLoadingUpdateUT);

            lastGeeLoadingUpdateUT = currentUT;

            // too spammy
            //this.Log_DebugOnly("FixedUpdate", "[{0}] seconds since last fixed update", elapsedSeconds);

            // just check gee loading on active vessel for now
            Vessel vessel = FlightGlobals.ActiveVessel;

            if (vessel == null)
            {
                this.Log_DebugOnly("FixedUpdate", "No active vessel");
                return;
            }

            // too spammy
            //this.Log_DebugOnly("FixedUpdate", "Checking gee loading for active vessel[{0}]", vessel.GetName());

            float  geeLoading;
            string invalidReason;
            bool   valid = GeeLoadingCalculator.GetGeeLoading(vessel, out geeLoading, out invalidReason);

            if (!valid)
            {
                this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is not valid currently because[{1}]", vessel.GetName(), invalidReason);
            }
            else
            {
                // too spammy
                //this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] letting the crew know", vessel.GetName(), geeLoading);

                foreach (ProtoCrewMember crewMember in vessel.GetVesselCrew())
                {
                    try
                    {
                        // too spammy
                        //this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] letting [{2}] know", vessel.GetName(), geeLoading, crewMember.name);

                        KeepFitCrewMember keepFitCrewMember = gameConfig.roster.crew[crewMember.name];

                        handleGeeLoadingUpdates(keepFitCrewMember, geeLoading, elapsedSeconds);
                    }
                    catch (KeyNotFoundException)
                    {
                        // ignore, we'll pick them up later
                        this.Log_Release("KeepFitGeeEffectsController:FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] crewmember [{2}] not in the keepfit roster yet", vessel.GetName(), geeLoading, crewMember.name);
                    }
                }
            }
        }
        public void FixedUpdate()
        {
            // too spammy
            //this.Log_DebugOnly("FixedUpdate", ".");

            if (gameConfig == null)
            {
                // too spammy
                //this.Log_DebugOnly("FixedUpdate", "No gameConfig - bailing");
                return;
            }

            if (HighLogic.LoadedSceneIsEditor)
            {
                // too spammy
                this.Log_DebugOnly("FixedUpdate", "Not in flight scene - bailing");
                return;
            }

            // just check gee loading on active vessel for now
            Vessel vessel = FlightGlobals.ActiveVessel;

            if (vessel == null)
            {
                this.Log_DebugOnly("FixedUpdate", "No active vessel");
                return;
            }

            if (lastGeeLoadingUpdateUT == -1)
            {
                this.Log_DebugOnly("FixedUpdate", "No lastGeeLoadingUpdateUT - skipping this update");

                if (vessel.situation == Vessel.Situations.LANDED || vessel.situation == Vessel.Situations.SPLASHED || vessel.situation == Vessel.Situations.PRELAUNCH)
                {
                    gStart = (float)vessel.mainBody.GeeASL;
                }
                else
                {
                    gStart = 0;
                }

                gHistory              = Enumerable.Repeat(gStart, 300).ToList();
                gLoads[Period.Inst]   = gStart;
                gLoads[Period.Short]  = gStart;
                gLoads[Period.Medium] = gStart;
                gLoads[Period.Long]   = gStart;

                // don't do anything this time
                this.lastGeeLoadingUpdateUT = Planetarium.GetUniversalTime();
                return;
            }



            // too spammy
            //this.Log_DebugOnly("FixedUpdate", "[{0}] seconds since last fixed update", elapsedSeconds);

            // too spammy
            //this.Log_DebugOnly("FixedUpdate", "Checking gee loading for active vessel[{0}]", vessel.GetName());

            float  geeLoading;
            string invalidReason;
            bool   valid = GeeLoadingCalculator.GetGeeLoading(vessel, out geeLoading, out invalidReason);

            if (!valid)
            {
                this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is not valid currently because[{1}]", vessel.GetName(), invalidReason);
            }
            else
            {
                // too spammy
                //this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] letting the crew know", vessel.GetName(), geeLoading);


                double currentUT = Planetarium.GetUniversalTime();

                float elapsedSeconds = (float)(currentUT - lastGeeLoadingUpdateUT);

                if (elapsedSeconds >= 1)
                {
                    lastGeeLoadingUpdateUT = currentUT;

                    gHistory.RemoveAt(299);
                    gHistory.Insert(0, geeLoading);

                    gLoads[Period.Inst]   = geeLoading;
                    gLoads[Period.Short]  = gHistory.GetRange(0, 5).Average();
                    gLoads[Period.Medium] = gHistory.GetRange(0, 60).Average();
                    gLoads[Period.Long]   = gHistory.Average();
                }



                foreach (ProtoCrewMember crewMember in vessel.GetVesselCrew())
                {
                    try
                    {
                        // too spammy
                        //this.Log_DebugOnly("FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] letting [{2}] know", vessel.GetName(), geeLoading, crewMember.name);

                        KeepFitCrewMember keepFitCrewMember = gameConfig.roster.crew[crewMember.name];

                        handleGeeLoadingUpdates(keepFitCrewMember, gLoads);
                    }
                    catch (KeyNotFoundException)
                    {
                        // ignore, we'll pick them up later
                        this.Log_Release("KeepFitGeeEffectsController:FixedUpdate", "Gee loading for active vessel[{0}] is[{1}] crewmember [{2}] not in the keepfit roster yet", vessel.GetName(), geeLoading, crewMember.name);
                    }
                }
            }
        }