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Solar panels… I think you have to rotate horizontally first, then start tilting to the specific angle you want. It’s tricky when mirroring two sides - that’s usually when I get the flipping going on. But once I get the one side set up, to start the other side I place a brand new solar panel and rotate it horizontally, tilt to to match the other side. Snap it to when you want it. If you want repeats of the same then ‘copy module’ or ‘copy sequence’ is the best way forward from there.
Overall I think it has something to do with how the points rotate and tilt computationally, so you rotate, tilt, then do the rotate again it looks fine until it snaps onto something. Just random thought, could be wrong and can’t do too much about that.
I would say the easiest way is to hire an interface professional to design things properly. This game interface is a nightmare, ignoring the most basic ergonomics rules. It's not an easy thing to design, why have it done by an amateur newbie? It was the same problem with X3.
Also, your view angle affects the auto-snapping. If you're facing the nothingness while rotating something, it won't go snap-crazy.
Lastly, there are some bugs, if you run into any module that won't snap to a part seemingly without issue, leaving the entering the station planner fixes it.
Some pieces, like the non-terran solar panels, have collision boxes that do not fit the model exactly so they won't always snap into place where you want them because something else is in the way even though it doesn't appear that way. The Terran dock and several split and paranid pieces connect at different angles than the basic 90 degree ones and it will correct the angle as needed to make them snap into place as long as you're close. Some models only have connectors in odd places, or at least not where you may expect them. Teladi small storage modules, for example, only have one connector (on the top when first placed) so once they are connected you can't connect something else to them. Some production modules only have connectors on the bottom when you first place them, not on any of the edges or the top.
If you're looking at the station from a "weird" angle or if you're zoomed in too close you will have a hard time connection to the exact joint you want to connect to. However, as long as you don't release the mouse until it's in the right place any snapping it does while you're moving it will not stick, unit you let go of your mouse button.
I spent an afternoon playing around in the station designer start until I got used to it. Now it's much easier than it was when I tried learning as I went in the actual game. But, even in your game you have no cost until you accept the changes and actually try to build it so you can play around in an empty plot too if you already have all the blueprints you need unlocked.
Think of the UI like a minigame 😆
I don't get all the angst. I grab a part, put it free floating somewhere, rotate it as needed, then put it in the desired location. I rarely rotate it once its attached.
Sometimes the part will decide it wants to be about 7 light years beyond my plot. Fine. Drop it there, grab a new part (which deletes the old part - because it's out of bounds), and start again.
Sometimes it keeps trying to snap to things while rotating. Holding down control should work, but I just rotate the camera around so there isn't any station behind it.
The only really bad thing is when the station designer just vanishes on me. I'll be working away and then POOF!
It's not too bad once you get the hang of it. The biggest problem I find is when you drag a factory around it sometimes becomes impossible to click on it as it's so far away? No big drama though. Just remove it, reposition and try again.
That's nearly a 300 production shipyard that can just print Asgards. It doesn't take long if you take advantage of copy module and copy sequence. Life savers those features. Without those my factories wouldn't be so big. Oh and you need to remember what the coloured lines do when rotating and I just stick to 90 degree angles. More than enough room in a maximum size plot.