I'll have to check, but there is at least 2 if not more versions of the Ebon Hawk -- damaged in space, and normal which may have a hyperspace variant and others for each time it is docked. So, some of these problems may not be applicable to all of them as some may have differing meshes.
I've noticed this one in particular on the version of the Ebon Hawk on route to Telos. A great big old plane of black as your screens capture as well. Not sure why it would be there either.
If I can find what texture is supposedly being used there and as long as it is not being used by anything else. Then it should be easily fixed by replacing it with a blank texture if any other solution as to how to fix it doesn't present itself. Though more than likely, it is simply an erroneous mesh that once had a purpose but now needs to be deleted.
Anyway, there are probably a number of factors beyond which "version" of the Ebon Hawk that has been loaded up for that part of the game. Like whether people had been alt-tabbing out of the game in order to do something, like check email, before tabbing back into the game. This will introduce graphical problems, as will updating too many graphic files of the game whilst out of the game whilst its still running. Another is what mods people have installed, especially those to do with the Ebon Hawk. These can create "false" reports of problems when there really isn't a problem, in that closing and starting the game and/or uninstalling a mod, will fix these.
nd then there is what graphics card and drivers people are using, which means that they and others may experience them but I and others, may not. I can't fix something like that as I have no way of testing it on my own. Not impossible to fix on your own, just very time consuming and somewhat frustrating -- I had a Fallout 3 script bug that has taken me a long while to discover what the problem with it was, as I and others with newer computers, simply never experienced it.
There are a lot of animated textures in use as well -- or more likely, there is one animated texture used all over the place. These in particular look bad and may also be the reason why certain panels have areas that look like they aren't there -- these are usually where the animated textures appear. So replacing these with better ones and a custom TXI file may do the trick -- especially if it turns out that a particular animated texture for that version of the Ebon Hawk is simply missing from the game.
However, this is a real pain as when you export animated textures from KOTOR Tool, they come out garbled. Basically, you have to rebuild them using elements of the original image before you can do any work on them. it also doesn't help that these "areas" are actually different meshes or parts of a mesh that have a completely different texture applied to them. It would have been better if these, especially animated screens, had multiple layers. A static background, an animated texture layer, and possibly, an effect layer -- like adding the look of an interlaced monitor over the top of these. There are probably problems with this to do with rendering, but, I think if they had used say "additive" for the animated layer and "decal" for the effect layer. Well, I think they wouldn't have any issues and the end result would have looked way better -- plus, if the animated layer wasn't rendered you'd still have the static background to fall back on.
The "cracks" that are especially visible in Hyper space, appear all over the place, especially around console panels. If it is a case of the texture having a great big old transparent area around the parts that aren't used. Then that is solved by filling them with black -- at its most basic. However, I doubt that is the case and this is more than likely the result of the mesh -- not actually the UV mapping at all. One mesh end that is butted up against the end of another. No matter what, there is a gap between the two that some engines will allow what is seen behind to bleed through -- especially if the mesh has no "depth" to its edges but is basically a plane. The best way to fix this is to edit the mesh so that one actually intersects the other, or, by adding an edge to these meshes so that they have something to but up against -- though, simply adding another simple mesh behind these with a black texture applied would probably also work. However, that means learning more 3D modelling that I have experience with currently, which is compounded by the fact that exporting and importing them into a game format is problematic as the tools are old and fairly basic.
A quicker short-term fix is to replace the hyperspace texture with something less bright and hideous along with a custom TXI file -- make it have an additive blend render so that the "black" of nothingness behind it will come through and mute it down some so that the bleed through isn't as bad. And that would be my first step as any mesh editing would have to wait until later .