/// <summary>
        /// Send the updates of our own vessel and the secondary vessels. We only send them after an interval specified.
        /// If the other player vessels are far we don't send them very often.
        /// </summary>
        private IEnumerator SendVesselUpdates()
        {
            var seconds    = new WaitForSeconds(VesselUpdatesSendSInterval);
            var secondsFar = new WaitForSeconds(VesselUpdatesSendFarSInterval);

            while (true)
            {
                try
                {
                    if (!Enabled)
                    {
                        break;
                    }

                    if (UpdateSystemReady && !VesselCommon.IsSpectating)
                    {
                        SendVesselUpdate(FlightGlobals.ActiveVessel);
                        SendSecondaryVesselUpdates();
                    }
                }
                catch (Exception e)
                {
                    Debug.LogError($"[LMP]: Coroutine error in SendVesselUpdates {e}");
                }

                if (!Enabled || VesselCommon.PlayerVesselsNearby() || VesselCommon.isNearKSC(20000))
                {
                    yield return(seconds);
                }
                else
                {
                    yield return(secondsFar);
                }
            }
        }