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https://nws-online.proboards.com/thread/3923/beginners-manual-operating-aircraft
All you can really do is instantly turn around as soon as the battle starts and hope maximum CAP helps.
I really don't think that the game does a good job of modeling carrier warfare before the Jet Age. In the Jet Age, carrier strikes can become devastating.
Another issue is that the game will sometimes put your carriers, especially in the inter-war period, in with your main body or even make a single carrier into the main force. I suppose they can argue that this is historically accurate, given the fate of the Glorious, but it's still unfair to the player. This means that you can't keep the carrier out of gun range until the opposing forces sight each other and the game gives you control of your force. If this happens, there really isn't a choice other than to shut the scenario down.
On the topic of enemy carriers always spotting my own carriers: this haven't been that much if a problem for me. Enemy airstrikes usually find my ships before I manage to spot enemy carriers but since I use heavy CAP and try to give all ships good AA defenses, they can't cripple me in one strike. I've also noticed that hostile carriers usually send strikes to groups of ships that are closer to them so I get strikes to the main force slightly less often than strikes on my carrier group. At any rate, heavy CAP rules.
I also like to have good high-speed cruisers in my fleets. I like to build them quite large (18000-19000 tonnes, 34kn speed) armed with 10'' guns (for better range) and as much missiles as I can put. Such cruisers can catch up and sink carriers with relatevily few troubles
Late missile age (1965+ in the game) wars can get quite problematic. Almost all ships in this age are armed with at leasy some kind of missiles and you get pretty large missile volleys as soon as enemy spots you. These strikes can overcome your missile defenses with sheer volume of missiles launched (which is realistic) and you will likely loose ships no matter how good their missile defenses are. I found that having the first strike is crucial here - you should launch your own missile volley as soon as you can. Since blind fire should be available at this time, you should launch really as soon as possible.