One way I deal with these awkward distances is to think in magnitudes: 10⁰ 10¹ 10² 10³.
Then I draw a sketch to scale at the higher magnitude.
(Or oppositely, I grab a map from Google Maps from around the world at a far out scale, then for an encounter do a closeup a section.)
This is easier to do when the game uses standardized distances, namely "Range Types". For example, weapons and their distances are all over the place. It helps to think of the weapons as reaching categories of distances. One category is for thrown weapons, an other for bowshots.
Generally, just think in multiples, 1 foot, 10 feet, 100 feet, etcetera. Then the reallife "inch" can represent any of these distances, depending on scale of the map.
Now because the increasing magnitudes form a curve, the midway of the curve (10^1, 10^1.5, 10^2) is about 30 (10, 31.62, 100). In practice, round out the midpoint (31.61) to 30 feet, or visually approximate this distance as about one third of the way between 10 and 100.
RANGE TYPE
10 feet: Melee Range or Engaged (includes Touch, Adjacent, Reach)
30 feet: Close Range or Near, within a Move or Throw (aka Close Quarters Combat, Very Short Range)
100 feet: Short Range or Far or Distant
300 feet: Mid Range or within a Bowshot (city block)
1000 feet: Long Range
3000+ feet: Remote (approximately a kilometer) (includes "Line of Sight" and "anywhere in the same plane")
During gameplay, the only distances that really matter are 3 (≈5) feet, 10 feet (reach), and 30 feet (move, throw). Anything 30 or more feet away is "far".
But when dealing with bows and distant spells, it helps to switch to a different map at a different scale where the "inch" is 100 feet rather than 10 feet.