After starting to encounter this issue in more and more matches, I may have noticed something that can help explain it, but I think the devs should already know what the problem is about.
If you build hyperspace sensor module, you can see all hyperspace signatures in the sensor view. One thing readily noticeable even without them, is that when you try to jump a ship, you’ll see a ‘ping sphere’ along the path, which shows where your ship presumably is while in the hyperspace. If you watch this ping, you’ll see that the sphere keeps traveling in the straight line to the edge of the map and further, until your ship exits the hyperspace, at which point this ping sphere suddenly jumps to the exit point. So, the hyperspace code keeps drawing this ping until exit event is encountered, then moving it to the exit point.
Well, I think there may be a sequencing issue with the hyperspace code. Ship in hyperspace keeps traveling in a straight line until one of the two events occur: either it reaches its destination or it encounters a hyperspace inhibitor and is forced to exit at that point. Now, logically thinking the earliest event that occurs should be the one that is the closest to the originating jumping point. If exit point is closer, ship should exit the hyperspace normally. If an inhibitor is encountered before that, then the ship should exit at its edge. For whatever reason, while the hyperspace code keeps drawing the ping sphere pass the exit point, it encounters an inhibitor event before it can check if the exit point is reached. So the code gets interrupted with the ‘inhibitor event reached’ and ship is placed on the inhibitor’s edge, instead of the exit point. I’m not sure what’s causing the ping sphere to keep going pass the exit point, but an easy fix (well, at least in my mind) is to always check for the ‘exit point reached’ event prior to checking for ‘inhibitor encountered’ event.
A very cumbersome workaround for this is to angle your jumps so that the path never encounters an inhibitor even pass the exit point. For example, angle just to the right or just above the inhibitor sphere’s edge. It would be nice if this was fixed in the next patch, though.