Well first off is this new module you made a new planet or an addon to a pre-existing planet in the game?
If it is an addon to a pre-existing planet in the game I would recommend linking the transition to that new module to a door using the .git file properties.
Now if it is a new planet module... that is a little bit trickier because I will assume that you want to be able to go to the new planet module using the Ebon Hawk as the primary means of travel. That will mean number one you will have to edit the galaxymap's GUI file so you can tell the Ebon Hawk that you want to go to the planet via that function. You can find out how to do that here (
http://www.lucasforums.com/showthread.php?t=169825). After doing that you will have to make trigger in the Ebon Hawk (via the .git file again) to be able to transition into the starting module of that area, which you will then have to tell the trigger to start a new module once you step over it using a code similar to this...
void main() {
if (GetIsPC(GetEnteringObject())) {
StartNewModule("Your_module's_name");
}
}
Then you must compile it, remembering to replace Your_module's_name with the name of your 1st new module and also making sure to put the name that you named the script into the "ScriptOnEnter" event in the trigger's script section.
Anyway though I wish you the best of luck to which ever option you take.;)