Hehe, just found this thread!
I'm glad people seem to like it!
My sincere thanks goes to Alexis both for originally thinking up the idea and basic technique of making animated arresting cables which eventually developed into what you see here (and a lot of other features that aren't shown in the video), and his excellent work on the modeling end throughout the process, and to Heretic, JB3DG, and the other good people at fsdeveloper who have patiently and thoughtfully answered my stupid questions over the years. Now that I'm somewhat more comfortable with sim programming, I'll try to be on here more and hopefully answer some questions myself.
Regarding "How it works":
As usual, JB3DG is correct, it's a custom flight model/autopilot which completely bypasses the default AI engine - that is, it's very much a programming challenge, and not a scenery challenge (which is a good thing, as I know next to nothing about scenery). The ship-relative waypoints themselves not only need to be dynamically loaded, but need to have an intrinsic velocity vector, so that the aircraft flies to where the waypoint will be, rather than where it is now. This is not possible (as far as I know) with the default AI engine, so I made my own, which accepts moving waypoints. None of it is a secret, just SimConnect, a lot of arithmetical elbow-grease, and a willingness to bypass FSX's default engine whenever it can't provide the desired behavior.
Regarding payware stuff in the showroom:
We have released an SDK which will allow any ship developer to equip their ships with our tech. Getting AI on the carriers took me a large amount of work to figure it all out, primarily because it is predicated on having custom arresting gear, catapults, and meatball/LSO/guidance system that are built from the ground up to be used by any airplane, whether user or AI. These systems have to be aware of certain aspects of aircraft and carrier geometry, and then do a lot of math to get everything to line up, look right, and behave correctly. That was the tricky bit. After that it's just building an AI flight model/autopilot/guidance system, tweaking/tuning it to make it look more realistic (which I'll still be doing for a long time to come), and then just letting it ride the meatball and catch the wires exactly the same way as the user aircraft does. Due to the fact that it's not a trick requiring some special knowledge or smarts to implement, rather, established sim programming techniques combined with a large number of lines of code and many hours of effort, it makes more sense to release a module and publish an SDK for it, and let others make use of it that way, rather than attempting to outline all the techniques or just dumping the code. Using the CEX SDK, you provide certain aspects of your carrier geometry and an invisible taxi/parking map for the carrier deck (basically equivalent to AFCAD for carriers), etc., and then let the CEX module do all the trig behind the scenes to make everything work.
Regarding AI helicopters landing on ships/scenery:
Of course it's possible, using the exact same techniques! I can reuse a large percentage of my fixed-wing code, and it is definitely up there in my medium-term queue of things to do.
It's just a matter of building a new (simpler) terminal guidance system and a different AI flight model/AP, and of course cats/gear aren't needed (though there is RAST, which I doubt I'll be able to resist having a go at eventually).
Farley