Your problem is probably that you’re doing calculation between 0 and 100, but then immediately converting it to between 0 and 1. This isn’t in itself a problem, but you’re then using the old value to calculate a new one. So, if you try two runs of this code, assuming throttle starts at 0 and you’re adding, say, 10 to it each time, it does this:
throttle += Input.GetAxis("Power") * moderation;
//throttle = 10
throttle = Mathf.Clamp(throttle, 0, 100);
//throttle = 10
throttle = Mathf.Round(throttle * 10f) / 10f;
//throttle = 10
throttle /= 100;
//throttle = 0.1
That’s one frames worth. Now let’s look at the next frame:
//throttle = 0.1
throttle += Input.GetAxis("Power") * moderation;
//throttle = 10.1
throttle = Mathf.Clamp(throttle, 0, 100);
//throttle = 10.1
throttle = Mathf.Round(throttle * 10f) / 10f;
//throttle = 10.1
throttle /= 100;
//throttle = 0.101
What you’d actually want this to be is 0.2 at this point (you’ve accelerated by 10 for two frames, seems logical), but because you’re reducing it by 100 each frame, the acceleration gets lessened until it’s actually not at all what you expect.
To fix this, you just need another variable to store the value between 0 and 1, so you want something more like this:
throttle += Input.GetAxis("Power") * moderation;
throttle = Mathf.Clamp(throttle, 0, 100);
throttle = Mathf.Round(throttle * 10f) / 10f;
normThrottle = throttle/100;
The variable normThrottle now has no affect on the throttle variable, but simply keeps a log of the value, allowing you to use it later.