I get what you mean. Try marking only the interior edges as seams and unwrapping. If that doesn't quite do it, you can re-position the vertices manually from there. Normalize your UV layout. Then the length of the circumference will be 1 and the "height" of each triangle will be 1/(2pi)***(approx, see note below). This is not a good optimization of space if your entire map is just the circle, so maybe split it up a few times.
An alternative (last resort) strategy could be to mark all edges as seams and do a planar projection. Then, tediously rotate each face into the proper position. A benefit of this is that you will know exactly how much to rotate each face just from the number of triangle segments there are in the model. You have 32 triangle faces. Then each triangle has a central angle of $11.25^\text{o}$ and the 2 remaining interior angles are $(180-11.25)/2 = 84.375^\text{o}$. If you draw a picture you can see that each triangle is rotated by half its interior angle(since $84.375 + x = 90 \to x = 5.625 = 11.25/2$) plus an integer multiple of the interior angle (since each triangle is offset by $11.25^\text{o}$).
This means that in the UV editor, if you have done a planar projection, you just need to rotate the first triangle by $5.625^\text{o}$ to straighten it, and every triangle after that by $5.625 + (k-1)11.25^\text{o}$. Snap the corners to vertices. This may go faster than you think.

First triangle gets rotated 5.625 + (1-1)*11.25 = 5.625 degrees.
Second triangle gets rotated 5.625 + (2-1)*11.25 = 16.875 degrees.
Third triangle gets rotated 5.625 + (3-1)*11.25 = 28.125 degrees.
...
32nd triangle gets rotated 5.625 + (32-1)*11.25 = 354.375 degrees.
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NOTE: it was incorrect of me to say that the cap's Circumference was the same as for a circle. We have a 32-sided n-gon circumscribed by that circle. We can use Law of Cosines to get the length of the edge opposite the central angle. Let that edge length be $x$ and circumradius (length of side from center of circle to a vertex) be $r$. Then
$\begin{align} x &= \sqrt{2r^2 - 2r^2\cos{(11.25^\text{o})}} \\
&= \sqrt{2}r\sqrt{1 - \cos{(11.25^\text{o})}} \end{align}$
And the Perimeter of the shape, $P$, is 32 times this:
$\begin{align} P &= 32x \\
&=32\sqrt{2}r\sqrt{1 - \cos{(11.25^\text{o})}} \\
&= 2nr\sin{(\theta/2)} \quad (^{*}\text{simpler abstraction thanks to batFINGER})\end{align}$
So if we scale the UV coordinates so that the Perimeter is "unrolled" about an edge of the UV mapping area, the ratio of the inradius, $h$ (height of the sawtooth pattern) to the Perimeter is $0.1586432873$.
$\begin{align}\frac{h}{P} &= \frac{r\cos{(5.625^\text{o})}}{32\sqrt{2}r\sqrt{(1-\cos{(11.25^\text{o})})}} \\
&= \frac{\cos{(5.625^\text{o})}}{32\sqrt{2}\sqrt{(1-\cos{(11.25^\text{o})})}} \\
&= \frac{\cos{(5.625^\text{o})}}{64\sin{(5.625^\text{o})}} \quad \text{(via other formula)}\\
&= \frac{1}{64\tan{(5.625^\text{o})}} \\
&\approx 0.1586432873 \end{align}$
Compare this to the ratio of $r$ to $C$ for any circle, which is $1/2\pi \approx 0.1595008945$.
All this means is that when you stretch out your sawtooth patter to be as long as the dimensions of the UV map, the height of the teeth should be about $0.1586432873$ times that length.

and I need this
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Is that clearer??
– May 31 '19 at 01:16