as my hapless quest to learn this game continues, I seem to get hung up (fouled) at just the wrong time.
despite my increasing awareness of this rule I get snared even when I think I am being careful.
this usually occurs when I anticipate drift in another "ship" ; usually a derelict.
believing that the vessel is going tom drift, I feel free to move or turn my stern into the space (usually the stern hex) of a vessel that is going to drift. Then, when the movement phase is resolved, I find that I have failed. Since derelicts are usually involved, this occurs at an advanced and critical stage of any game.
I usually take this chance with frigates but sometimes with SOL too.
What am I not getting? If the vessel is due to drift in the movement stage, why can't I enter the vacated hex?
Now, because I am afraid to anticipate drift, I find my movement options further restricted.

Drift is a special form of movement that happens AFTER all other moves have been made. So, if you anticipate a hulk will drift, then realize it will drift AFTER your moves are made. Therefore, the drifting hulk WILL NOT vacate the hex it is in prior to your moving, and you will suffer a collision and possibly a foul. (Fouling occurs 50% on any collision). Unfouling occurs 33%, but both ships may attempt it each turn.