Ah, if you do not have "land" then you get an airspawn even if you set the entry object to the custom object's physical height. Can you incorporate the landing pad object "landzone" just at the level of the deck and set a fighter spawn onto that?
I'm building a hardstand convergence testing terrain. I've got all but 10 fighters left to go. I have three spawn directions left on my third small field object for fighter spawns. I'm placing them so the plane in question spawns with their main gear over a down slope which levels the plane. Then you can bring up the offline target and test your convergence out to max range and in between sitting static and leveled.
It's been interesting what you see concerning motor kanon and LoS for the gunsight.....
I wanted a take off sequence but the ME won't spawn above ground level unless it's an air spawn, That is what I am using to simulate it, but that introduces it's own issues. In AH2, I built a flat Japanese carrier deck and put it on top of a flat island. The CV deck was way oversized to cover the land. It worked OK, because it was just a few second visual, but I was looking to improve it in AH3.
You have to think out of the box to have a carrier mission, since the ME has to spawn at a fixed point, you need to have a static object.
That may change some day, as I noticed Hitech added a briefing room to the CV.
In order to have a takeoff segment, I would need a rectangular box of land about the size of the CV deck and place the static CV object over it, then set a headwind to help the take off, but it's not a deal breaker as the airspawn workaround will suffice.