Spaz...
I dont think the rate of movement was out of whack. Maybe a touch fast, but I think the range of motion (+/- 30ft, visual estimation) for landing LIMs was too much. I mean Ive deployed on a carrier and 5ft of movement on a carrier is not that much. IRL, it would be a barricade/ditching situation if the deck was pitching that much and that was the pilot's final option. But again, thats IRL, not simming. In sim, we can pretty much do what we want, without crash detect enabled.
How fast a carrier moves into the swell (with type/length between swell) is important. The captain will know how to get the best (least movement) on the day.
In trying to get close to real life, you have to realize the LIMs of FSX. There is no captain, and Im mostly talking about how we can make this the closest approximation to real life with what we have in FSX. Obviously, there is no LSO to talk to CATCC/AirBoss/Captain to set ship's course and speed and find out an actual sea state for realistic launch/trap evolutions. Nor is there a true sea state as we all know with the sorry "seas" we get in FSX. Yeah, they can look pretty with some add-on/mods, but in the end, they are simply eye-candy and not even close to being different states. All we have are sets of variables that we change in a program that dictate the simulated environment. Those are the things that Im referencing. Certainly in the weekend Multiplayer, our initial BRC is 277 mag, w/8 kts of headwind. Thats it, end of story. As a "simulated" AirBoss/Paddles, there's nobody I can talk to or change that "in game". Those are numbers IceCream put into the mission parameters and they are set in stone for that mission.
Anybody have any luck finding a fix/workaround for getting the Meatball or working Cats added to the pitching carrier? If not, I will research this when I get home, but loosely remember a forum thread on some other site, where I found this guy altered the CG and the contact points of a coast guard cutter and it was "bobbing" (pitching) thru the waves. Those guys problem was that it wouldnt maintain the "bobbing" action because the oscillations of that effect die down over time? Let me get back to you on this, if I can find that forum again.
Later
Sludge