As I understand it the Tempest missile guidance system works like this:
When the user is on the gun the game does a raycast hit scan to detect the point in the world that the user's aim dot is over.
If the angle between the missile's forward vector and the vector form the missile to the aim point is greater than the missile's turn rate, the missile will turn towards the aim point.
In real world terms this functions like a laser guided missile. Only better since the missile will never loose the targeting dot, even if it passes the target.
I would like the guidance to work more like the more primitive wire guidance systems.
The algorithm that describes it as follows:
The game calculates the angle difference between the guns's forward vector and the vector from the gun to the missile.
If that angle is greater than a buffer zone the missile will turn by its turn rate in the direction of the ray cast from the gun's forward vector.
Making this change would cause the missiles to fly more erratically, eliminate their ability to loop back and hit a target they missed, move the technology level back to the 1940's instead of the 1960's, and give the weapons a higher skill ceiling to use effectively.