In bread missiles, the activation angle input takes a value from 0-180 rather than 5-180. However, setting it higher does not consistently solve this problem
Guessing that in here (BrilliantSkies.Ftd.Missiles.Blueprints.MissileMovementControl.RotationControl), the current and target rotations still include different roll angles because LookRotation defaults to Vector3.Up for the second argument so the angle between them is large even if the nose is pointing the same way
Quaternion quaternion = ((vector == Vector3.zero) ? _missile.Rigidbody.rotation : ((!(vector.normalized == Vector3.zero)) ? Quaternion.LookRotation(vector.normalized) : _missile.Rigidbody.rotation));
Quaternion rotation = _missile.Rigidbody.rotation;
float num = _missile.Blueprint.MovementInfo.TurnRate(_missile.Position.y, _missile.VelocityForward);
float num2 = Quaternion.Angle(quaternion, rotation);
if (_turningThrusters.Count > 0)
{
foreach (MissileTurningThruster turningThruster in _turningThrusters)
{
num += turningThruster.GetTurnBonus(num2, aimPoint);
}
}