I was messing around with the config files and I think I found a fix...
To get it to work with Kerbnet, I changed the following:
1) In the module ModuleResourceScanner, I changed RequiresUnlock to false
2) Comparing against Squad's narrow-band scanner's config, I copied the "ModuleAnimationGroup" and only changed it to empty the activateAnimationName property:
MODULE
{
name = ModuleAnimationGroup
deployAnimationName =
activeAnimationName =
deployActionName = Activate
retractActionName = Deactivate
moduleType = Scanner
}
Note that I didn't test each change individually, as based on the time to load the game and test, I tried the two changes together. But, what I found this did change is that in the lab's action menu, there was now the option to activate the scanner, and that brought Kerbnet online to show resources.
Additionally, for the antenna (which I was also having a problem with):
I had replaced the ModuleDataTransmitter module with that from Squad's "HG-5 High Gain Antenna", but that still didn't get it to work. Then I found to comment out all the code in AntennaRange.cfg & RemoteTech_support_for_GeoLab_Antenna.cfg (in the Mod_Compatablity folder). (Again, I did both these changes together and didn't test individually.)
This worked, and I figured I was having a problem with it because in my game I'm using the parts from RemoteTech (I tweaked the configs copying Squad's ModuleDataTransmitter settings & adjusting for values I felt appropriate for balance) but without using the rest of RemoteTech.
So, those are my two fixes that worked for me.