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The main guidance systems you have here are laser, Infra-Red(IR) and Sonar. The latter pretty similar to IR in terms of the guidance abilities except it works under water.
For Infra-red and Sonar it is highly recommended you use a "One Turn". Since these missiles only have a 120degree FOV right in front of them the One turn will make sure they lock on to the target no matter how odd the angles between fired missile and foe are.
APN and Target Prediction Guidance (TPG) are rather secondary guidance systems that can go well together with IR and Sonar but not all by themselves. I never used APN so I can't offer much about it but TPG is a useful addition. I don't know if these secondary guidance systems do anything at all to laser guided missiles.
DO NOT use TPG against erratic moving vehicles. For example the dreaded Flying Squirrel. I've been testing missiles against this little bugger and TPG will throw off the missile more than help
Such as when a ship is slighltly rolling in the water, and the missiles launched while the ship is tilting away from the target, I have had the laser guidance not 'see' the laser designated target, yet it does see the target when firing strait up or when the ship is tilted toward the target.
One Turn will/should direct missiles toward the target when fired by AI, or the direction where the camera is facing if manually fired, unless the nose guidance has a valid target.
APN Guidance never really worked well for me, it often sends missiles in the wrong direction when I try to use it. Similar with TPG on occasion.
I have no issues with vertical launch missiles so long as they have One Turn.
Of note, fins do cause more drag the farther forward they are, so you want fins as far to the rear as possible.
[fin]
[fin]
[thruster]
[fuel]
[fuel]
[one turn]
[warhead]
[ir seeker]