I should also ask you about my adaptations of the “Clemenceau” carrier. It is possible to landing on the static appontable model but not on the same model included in a traffic.
However, this is not the subject of this discussion.
That's straightforward enough.
If you carrier is a landable scenery object, create an invisible simobject to attach it to in a worldscript.
The simobject is also where you attach wakes, smoke, sound effects etc.
You need an empty in the simobject to place the smoke effect.
I'm using the Asobo wakes which don't need attachment points, you define the dimensions and locations in the simobject's xml.
If you want the OLS you'll also need an empty as well so import the carrier model, place the empty, then delete until your simobject is again an invisible box with some attachment points.
You need this line in the worldscript - <SceneryObjects.IsCollidableWithUser>true</SceneryObjects.IsCollidableWithUser> to make sure it's landable.
To attach the scenery object you need its GUID which is in this line - <MDLGuid>{8bc3aa5d-8634-43e2-be61-822475de12b8}</MDLGuid>
And this line - <ObjectReference InstanceId="{45ff8909-1b58-456d-9d10-d1c46dfd9449}" /> has to have the same GUID as your main simobject.
I'm not sure which wording is important, but if you don't get it right the carrier will be collidable but you'll slide off it instead of being able to park.
I would copy the wording and position of the attached object in this worldscript. For some reason putting it at the top made it correctly landable.
You can make the carrier itself a simobject, but it won't be landable without a worldscript.