Missile track oversteer is spoiled by initial position of missile relative to gunner view memory point. it doesn't matter if you change missile pos after launch (with i.e. code like that
vehicle player addEventHandler ["fired",{(_this select 6) setpos ((getpos vehicle player) vectorADD [40,0,11])}]
) - missile will always hit pos relative to the gunner view.
as a side note, putting all the launchers at gunnerView mem point pos "fixes" the issue