If the screenshot is of a rear view, the orientation is perfect.
Note that the odd shape of the scanner blip is caused by the object not being centred
. I'd say that in the example shown the origin of the structure (0, 0, 0) is located at the very top, in what looks like the station itself, while the tentacle-like docking ports (I assume that's what they are), are very much off. So the z-coordinates (if it is the z-direction) will be between for instance +100 and -1500. (I don't have the OXP in question, so the numbers are only a guess, but I hope you get what I mean).
I consider that a design flaw. The origin of the structure should be in its physical centre, so that the z-coordinates range from +800 to -800 instead. This has two immediate effects:
(1) The box drawn around the structure if you target it shrinks to a reasonable size, and the structure is placed into the actual centre of the box. As it is now, I suspect it to be huge, enclosing twice as much space as necessary.
(2) The blip becomes a regularly shaped octaedron instead of this hugely off-centered version.
There are a lot of big structures that suffer from this design flaw. I once took the liberty to correctly centre the Transhab station, thereby improving both its targeting box and its blip, on my own computer. Here are some before-after screenshots. In the original the model's origin is at the docking bay, to the far left of the model as seen in the picture. You see that the tageting box is drawn around the origin, and it is much too big. In my version the origin is in the middle of the model, roughly where the rotating arms are attached. The targeting box fits much better, and also the blip on the scanner is centred, not off-centre as in the original version.
So I call for the designers to correctly centre their models. Looks much better in-game.