The problem with that in starmade is that all stations are on one "grid", and are all oriented in the same way. I guess you might need to press c (points the ship north) before changing it. This thread
I'm going to share one of my favorite exploits with you.
-Fill a station blueprint
-get in a ship
-Point the ship in some arbitrary direction
-spawn the station blueprint from inside the ship core
::Station is now aligned to "face" whichever way the ship was facing, regardless of which way it "right" according to center
I've been testing some auto-replacing armor, fun stuff, just need to have a few base systems of different scales with modules for each scale. Also, having things flush is a bitch.
prototype:
Interesting.
Did you know area triggers clip weapon projectiles? try going shooty on one with the basic 220 shields you gain from adding 1 recharge to a core. Good upper layer to "sink" the first and largest damage tic on a weapon strike for very little mass. Too bad it blocks your own PD too...
I was thinking of doing a bunch of "crawling" hull that goes along an o-track along each side of a ship. Have a wide panel of "mostly" form-fitting area triggers 5-10 M out. "fresh Shields" rotate into outer facing every x seconds and "protect" the deeper ones for out of combat recharge (if they can handle the Alpha). Have you considered something like that for your door-hull? Rather than throw them away, move them through service cycle. I seem to recall you can speed-up the rail movement by never letting your launch rails terminate.
I've also noticed that you can "save some space" by using green-rails and facing the docker into the core -> Core clips through green rail for duration. Just never use "regular" rails in that circuit(or only use them as "stops" you logic-turn into a green later to allow pass-through). I suppose you could "probe" various status of the docked entity and us a reverse version of that same system to use rails themselvvs as a hull structure you turn visible/invisible as a "door".