id do this in a completely different way though, but it would involve some model tweaks and probably some scripting.
id use a series of invisible subsystems to establish a path. to land the player would have to fly through the subsystems in a specific order. based on data like position of the ships relative speed between them etc and create an ils screen on the hud. mission would end when you pass the last sub system. you could probably also simulate a touchdown in this kinda way, but that makes it somewhat difficult, since you would need to override the standard collision behavior if certain parameters were correct (relative speed, orientation, etc) and instead apply static force that keeps you from hitting the ship, and maybe bind you to the hull somehow (you could say that the ship uses magnetic wheels or that the carrier's artificial gravity and inertial dampeners has been turned on). having the mission end with a complete landing and taxi to hanger bay would be awesome.