Initially I thought it was to do with my plane's rotation, but if I disable the homing code it flies straight (thanks to the initial `AddForce` when fired)
Here's a pic to help visualise the situation. What am I doing wrong here?
Reading up on more about similar situations, I discovered that "you shouldn't mix physics and direct transformations" and that I didn't really need physics for the missiles anyway (so the RigidBody component was removed). Also thanks to this and this, it's all working with the following code edits:
Got rid of the RigidBody, and applied initial rotation for missile to face direction of plane's velocity:
var rocket = Instantiate(rocketPrefab, transform.position, transform.rotation);
var script : missileHomingScript = rocket.GetComponent(missileHomingScript);
script.target = currentTarget;
rocket.transform.rotation = Quaternion.LookRotation(transform.forward); //edited
Used `Vector3.forward` instead of `transform.forward`: