The multi-thousand hp armors in VOTG appear to suffer from rounding or fraction errors.

Transphasic armor with 2000 hp doesn't show a damage percentage in dock service armor slots until damage reaches 11 hp (gr 0.5%) although "damaged" appears in the scrControlValue box and dock service "Repair" actions are enabled. The armor HUD also shows 100% until damage exceeds 0.5%.
Possibly any damage to the armor should show an indicator of 99% even if the damage doesn't reach or round to 1%.

Advanced abyssal plate (4000hp) shows similar behavior. Damage must be 21 hp before a percentage shows in the slot or the HUD.
I did try some of the omnigenous armors but the increasing hp on repair confused me something terrible. Testing may be required.

Also the 'SRSFlash' isn't triggered for low damage amounts although this may be intentional.
(shpDamageArmor gPlayerShip (scrGetItem gScreen) 15 200) will show an SRSFlash on the shown transphasic armor but the same code with 199 damage does not.

Separately, see image, the B-Nine metropolis oddly offers to fix armor damage free of charge. I have a vague recollection that this may already have been fixed although I can't find a relevant ticket. Not sure on that. Thanks. AP.

EDIT: Oops. Should have included the game version. I'm fairly certain this was in game version 1.8. The forum topic for 1.9a1 release was started 19 Jun.

leqHalfPercent.jpg
leqHalfPercent.jpg
grHalfPercent.jpg
grHalfPercent.jpg
assumedpseudonym 14 Jun 2019:

 Yep, that last bit was fixed.

derakon 15 Jun 2019:

Maybe make the displayed percentage be max(1, floor(100 * curhp / maxhp)). The floor operation will turn e.g. 99.98 into 99, and the max makes it so it won't display 0% when the armor is nearly depleted, at the cost of making 1% twice as "wide" as it should be.

george moromisato 31 Oct 2019:

Fixed in 1.9 Alpha 2. Thanks!

See also: https://ministry.kronosaur.com/record.hexm?id=87215