Thought so. What threw me off was it obviously isn't in Orcus Paterae, but somewhere in the vicinity of Valles Marineris. What's the long and lat?
79.99°W 5.43°S.
I rotated everything 180° to have the large pads near the edge of the cliff. I cut the single large mesh with the landing pads into smaller ones with anim8or and had them WRAPTOSURFACE in the config file.
Pretty happy with the result.
I hate to be that guy, but what add-on's are you using?
I was not aware UCGO stuff worked with 2016? Or The XR stuff either??
1.UCGO for the Arrow and Azure meshes.
The Arrow has been converted to a Spacecraft4 vessel
-external animations, VC, 2 MFDS (no buttons working) thrusters, engines etc.
And assisted by a lua script.
-animations in VC, lights, attachments management, O2, additional functional displays and more.
(both displays in the pics above function properly and are handled via animations in lua).
The Azure Rover has been converted to Fred18's GeneralVehicle.
2.XR2 for Orbiter 2016. You just can't do anything UMmu related. (Crew egress, ingress and transfer have been disabled).
Lee's and Kara's meshes have also been turned into GV. In order for them to be able to maneuver in space, I added attitude thrusters in the GV config file.
GeneralVehicle wasn't very happy with this, so I had to recompile it, disabling the GV controls when the "vehicles" are not in contact with a surface.
That single line of added code allows to turn any mesh into a vessel that maneuvers in space like a spacecraft and behaves like a car when it's on the surface. Works great.
3.The 2001 pod is from Gattispilot's and BenSisko's "Vessel's of 2001 and 2010" with the simple addition of a config file to turn it into XR2 payload. It works just fine in Orbiter 2016, animations included.
4.Orcus Patera (customized).
Probably forgetting some stuff but that's the basic setup.