A few more thoughts ....
A. Fuel weight. I never enter the pattern with more than 20% fuel. Makes a massive difference on most planes where fuel is a high % of overall weight.
B. The FSX tutorial is fine ... but do any naval air arms CARQUAL their budding nuggets on their fleet fighter right away? Same for the FS world. I can't count the number of posts people have made about why they struggle landing a particular fast fighter - FS9, FSX, SFP1, CFS2, etc. If you want to get good, emulate the real world training syllabuses. Walk before you run. We used to say in the military: slow is smooth, smooth is fast. Ready? Here goes.
1. Forget about the carrier - concentrate on being able to touch down at a precise spot (the piano keys or the numbers) at a precise speed, at a precise vertical speed on a training base. "That's boring - I want to fly on carriers". Patience, young Paduan(s) ... the pattern distances and heights are easier to gauge over an airfield ... make that second nature, and it'll be that much easier when you're over open water with few, if any reference points.
2. Forget about the fighters - There are a number of superb trainers out there: Dino's T-45, the Restauravia Zephyr. Other great starter planes for carrier ops are AS or Conrad Trojans, or the Conrad Skyraider. In fact, the best I've recently tried is Rob Richardson's Fairey Gannet. That rotund little lassie is so tame, she can make ANY sim pilot look good on landing. Think about that ... Planes with low wing loading, low touchdown speeds, and generally forgiving flight characteristics allow you to get comfortable with skills you'll need for fast jets. Practice until you can land at least 10 consecutive times exactly on those keys or numbers.
3. Once you get good with trainers on bases, THEN start doing circuits on the fast jet(s) of your choice on the base. Make sure you can do the above touchdowns perfect and repeatedly (10-20 consecutive times at least).
4. Now set up the boat. As has been indicated, real life conditions ususally involve a headwind - dial that into your weather. Even 20kts is a big help. Next make your boat move. Those stationary boats of FS9 are history. You've invested in FSX - use it to its max. Get those boats moving, as mentioned, into the wind. So, if your boat is moving at approx 20 kts, and your headwind is 20 kts - you now have a "free" 40kt bonus in your kitty. If your fancy is the F/A-18, with a landing speed of approx 135 kts, that makes your velocity differential (a/c versus boat) only 95 kts - or the equivalent of flying an aircraft that touches down at 95 kts onto a stationary, windless runway. Aaaahhh now you see yet another virtue of having practiced in a slower plane.
To illustrate the above, check this F/A-18 landing video. Notice the speed on his hud after touchdown is 48 kts. So from the pitot tube's point of view, the plane is flying through the air at 48 kts. That means there is a combination of headwind and carrier speed (likely around 23kts and 25kts respectively) helping him out as he landed.