If you want a more role-playing focussed scenario, then use the Range Band method I describe above.
But, if you're more of a wargamer, and want to see the plot on a hex map (or a square grid), then the Range Band method lends itself easily to this type of play.
Use counters for your ships. Use a hex map for the combat area.
Each hex (or square) equals 1 Range Band. So, each hex equals 10,000 km.
The rules stay the same. A ship can move a number of hexes (Range Bands) equal to it's M-Drive each round. Or, in other words, a ship can add-to or subtract-from it's Velocity each round an amount equal to it's M-Drive.
The Easiest Way to keep track of Range Band movement using a hex grid...
When a ship moves, count a number of hexes, in a straight line, equal to the ship's velocity last combat turn. (Or, answer this question: If the ship made no changes at all, where would it be at the end of this round.)
Once you've located the hex of the ship's future position of where it will be, had it made zero changes to velocity, at the end of the round, put your finger on it...from this point, the ship can alter course a number of hexes, in any direction, equal to it's M-Drive..
So, if a ship, with an M-2 M-Drive, has a velocity of 22 on Round 6, then, on Round 7, count, in a straight line (along the same course) 22 hexes in front of the ship. Once you reach that last hex, you can alter the future position of the ship, in any direction, by 0-2 hexes.
Picture a hex. Clock wise, around it: Side 1 is "acclerate straight ahead". Side 2 and Side 3 is a "turn to starboard". Side 4 is "decelerate". And, Side 5 and Side 6 are both "turns to port".
If your new position is to Sides 2,3,4,5, then your ship is banking a bit (little bit), and your velocity number stays the same (eventhough, technically, since you are altering course, you would be changing your velocity in the real world). If your new position is 1 or 2 hexes past Side 1, your ship is accelerating, and your new velocity will reflect that change.
If your new position is 1 or 2 hexes past Side 4, then you are decelerating, and your new velocity will be lowered to reflect that change.
Going back to the example: If the M-2 Ship, moving at a Velocity of 22, decides to decelerate by 1, then...
...you will count 22 hexes along your current path, in a straight line, across the hex board. Once you find that hex, move it past Side 4 by 1 hex. Your ship will actually only accelerate 21 hexes this round instead of 22 (you've slowed down by 1 hex).
If you want to come to a full relative stop in space, it will take you 11 space combat turns (11,000 seconds).
R1: Drop to V20
R2: Drop to V18
R3: Drop to V16
R4: Drop to V14
R5: Drop to V12
R6: Drop to V10
R7: Drop to V8
R8: Drop to V6
R9: Drop to V4
R10: Drop to V2
R11: Drop to V0.
Note that, from your original velocity of 22, it will not only take you 3.06 hours to come to a relative stop (11,000 seconds), but you will also travel 1.1 million kilometers from the point you decide to come to a relative stop to the point at which your ship actually comes to relative rest.
This isn't STAR WARS. You've got to flip your ship around and use the full thrust of the M-Drive to slow your ship down...and you've got to slow down for an amount of time equal to that at which it took you to accelerate to that speed originally.
"Where'd the planet go? I told you to make orbit"
"But sir! Our approach was too fast!"
I, personally, use the Range Band method on the notebook paper as discussed in the above post as it focuses the game on the players (inside the player's ship), and Range to target is really the only important factor from mapping a combat (a ship has over 15 minutes during a space combat turn with which to orient the ship's lasers and fire them...and a ship can be travelling in any direction, regardless of where the bow is facing as long as it is not accelerating or decelerating).
The hex board and counters (and especially the confusing vector movement system in Book 2) is too much to deal with.
The Range Band method, to me, is perfect for role playing.
Starter Traveller and Book 2 space combat are my CT Space Combat system of choice.
-S4