Freelancer is developed in Unity, my favorite engine to work with. The Unity engine does not have a customary form of measurements (I know because I play other games that have distance problems like so) So something 6213 Units away is...6213 Units away.
However, when you are near an object in Freelancer, it shows up as meters by default. This is what most assume are the standard measurements of Unity, despite no input from the developers about what the form of measurement really is. The metric system also looks more convincing in Freelancer as well, as the units are grouped in thousands, instead of 5280. The members of the original Sleeper ships most likely used Meters, but maybe a new form of measurement was created that was more accurate with the intervention of Trade Lanes.
I would have to go meters either way, though I like my customary.
I have added in my two unrelated cents.
Well, Unity is a nice engine for ease of use/low budget companies. The CryEngine is beautiful, yes, but Unity just has that user-freindly feel to it...well.. Unity 4 did. Unity V is terrible.
I would also work in Unreal, if it accepted more than C++
(06-23-2016, 03:12 AM)Blackvertigo1 Wrote: You all wrong -- The Entire Universe is measured in it's mass, usually the stopping force per Kilogram times whatever and the rest is up to a small percentile of Joules.
So technically, you'd measure space itself as per cubic [ ft/cm ], planet or other matter bodies such as asteroids, stars, singularities and whatnot as Mass [ Kg ], and other stuff
like radiation, solar winds, and runoff electrical interference as Joules. On the contrary, you can call all this stuff... umm... well, like the four forces are represented as
specific EM band wavelengths, gravity dips, and resistances in pressure [ PSI ].... so there.