Woo! Hoo! Progress!!!
Ok, I've got it working somewhat I think. I can get the ships to show up, but they're not moving. And the SBD does come to a full stop when a wire is caught although from the VC it looks like I'm going to nose over while stopping.
Progress indeed. Awesome.
When you launch AI carriers, which it looks like you've done, the carriers are stationary. You have to tell that ship (or formation, more on that later) to either move forward, full stop, turn stbd, turn port, stop, or be removed. See here:
http://nikkiwaif.tripod.com/index-2.html
So you should see a new dropdown menu on your menu bar to bring these up. I use the standard Shift U to bring it up. So bring up the menu, select "forward" - your ship will now move forward. Make sure you're pointed away from shore, and/or the right course, because it won't steer away from anything, including other AI or other stationary objects/terrain, etc.
As mentioned, you can make some course corrections by incrementally steering your boat (or formation) port/starboard. You can also stop (heave to?) the formation if you want for whatever reason. If you want to switch ships, you can select "delete" and pick a different ship/formation.
I mention formation - each entry in the aircarriers.cfg, tells AICarriers which ships to spawn when that particular ship is selected. So in time, you may want to consider building a little fleet for a given period/formation. And that includes AI helis on plane guard station. FSX/AICarriers treats these as a "boat" - that's the folder they live in. They "sail" along at the same 25kt speed, just a 150' or so in the air. You can designate where in relation to the middle of the first carrier's position you want it. I usually have it off to port, abeam of the island superstructure. But you can place it wherever.
Beyond that, you can build an entire carrier air group, comprising AI frigates, destroyers, supply oilers, and even semi-submerged subs that you can add for realism. I've got roughly a dozen core formations that form the carrier group "venues" for my carrier flying - WWII, Korea RN, Korea USN, 50s RN, 50s RCN, 60s RN, 60s USN, 60s French Aeronavale, 70s Aeronavale, 80s USN. But the sky (the sea?) is the limit for how many you can have. Most of the escort vessels with helo pads are landable, so you could go do aerial resupply back and forth between carriers and/or escorts with pads, if helos are your thing.
By now, there's good AI boats to build make up the vast majority of accurate carrier groups for the above and even other navies. It's like a train hobby - little details to help build immersion, lots of fun placing and tweaking them as required.