RPM gauge is readable and intuitive. Might consider a UI slider for speed, too, so we can develop an intuition for downshifting. Also might consider a Gear slider in addition to the raw number. With some very simple UI bits I think shifting in manual might become more natural as part of player peripheral vision.
Recent community posts
This is incredible. I'm amazed at how quickly I learned some basics of maneuvering the ship. Wonderful control scheme. So much of the Aubrey books are making sense, suddenly :) Thank you for posting it.
This game looks phenomenal. Bravo! I'm making flight sims with what feels like similar design sensibilities. I would love to pick your brain on open world sim development in Unity sometime. I assume we are working through some similar technical issues :)
Thanks! I was more referring to the physical scale of the objects when I import them into Unity - They seem to be physically scaled about an order of magnitude differently. Is that a real thing?