Hex Numbering scheme

Tom Kalbfus

Mongoose
hexes_by_tomkalbfus-dai1tl6.png

I am planning on making a subsector map with hex shaped subsectors, The numbering scheme for each hex is based on polar coordinates, the first two digits covers the number of hexes from the center, the last three is the degrees in a circle in a counter clockwise direction around the center hex. What do you think? To cover a 50 light year radius, I need 32 one-parsec hexes across, so the maximum radius for a subsector will be 16.
 
Wow, I think this would be quite confusing. Hard to follow. I think I will stick to the normal one. But enjoy this if it works for you. :D
 
-Daniel- said:
Wow, I think this would be quite confusing. Hard to follow. I think I will stick to the normal one. But enjoy this if it works for you. :D
I think I'll use the Traveller Unicode for the radius "0123456789ABCDEFG", which will be the second digit, the first digit will be the layer, altogether there will be 31 layers. a minus sign preceding it will indicate a layer that is below zero -G through -1, no sign will indicate that its positive or zero 0 through G.
hexes_by_tomkalbfus-dai3ahn.png

This could represent the jump potential of a scout/courier, just place the scout in hex 00000, and all the hexes on this map are possible jump destinations.
 
Reynard said:
Didn't someone already create a 3D hex grid that looks similar?
I'm not sure I'll need a map for every layer, perhaps just ones where stars appear on top of one another. In case your wondering I am thinking about a hex map for this:
50_nearest_stars_map_by_tomkalbfus-dahd0p9.png

If I divide up 50 light years into parsecs I get a 16 hex radius, I might need 31 layers of hexes, but perhaps I can get away with fewer than that by making the layers ticket that one parsec, and just indicate how many parsecs up or down with each hex. I am not including the red dwarfs so that should make the task easier.
 
Here is a sample map of My Near Space Setting:
local_stars_around_sol_by_tomkalbfus-daiih12.png

This is further detailed in the thread "My Near Space Setting".
I have developed a 3d mapping technique which works well enough when their aren't too many stars stacked on top of each other. As you can see, I had to do a cut away to take care of this in one instance.
 
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