UPDATE on Coordinates
This post (
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=30730) has some good suggestions that I can borrow.
In brief, Jim takes a segment of a galactic arm 10 sectors long and assigns each sector a column (A thru J) and a row number. This is a gigantic amount of space to work with -- 320 parsecs long, and typically as many parsecs from coreside to rimside.
In only taking a small segment of an arm, he doesn't have to worry about the galactic curve locally; he's pushing the problem higher, which is where it belongs. Thus every sector still points "downward" toward the core, which keeps my head from spinning.
Thus my modified scheme is as follows:
Code:
<galaxy>-<arm segment>-<column><row>/<hex>
Where
"galaxy" is an abbreviation or code for a galaxy,
and is omitted for the Milky Way.
"arm segment" is a unique identifier of the arm segment in question. It could be numeric, it could be a name plus a number, it could just be a name. Whatever, as long as we all know who its neighbors are.
"column" is a single-letter sector column ID, from A thru J.
"row" is a two-digit sector row number, from 01 to (theoretically) 99.
"hex" is the sector hex.
Examples
So, hex 1910 in sector column E, row 42, of the zero-th segment of the Kishad Arm in the Milky Way is:
Thus, hex 1910 in sector column E, row 42, of the zero-th segment of the Kishad Arm in
Andromeda might be: