From the video's description:
I've made a lot of changes to the flight of unguided rockets. The stock difficulty setting "Realistic Rocket Spread" is awful, in that it only applies a fixed aim offset for each group of rails or tubes; all rockets of a group fly off in the same exact direction.
I've added much more randomness, where the user has FULL control via conf.ini settings. This can range from no randomness to rather more pronounced than shown here in this video. I have three different elements of randomness:
- The aforementioned rail/tube aim offset (which I essentially don't use myself because the other settings do quite enough).
- Individual initial aim offset for EVERY rocket separately.
- Flight path oscillation to simulate turbulence and intrinsic unguided rocket behaviour.
Here my FM-2 is firing off pairs of 5" HVARs (unlimited ammo for this demo) at a wooden road bridge. Note carefully how each rocket has its own initial flight path direction upon leaving the rails. Thereafter they randomly oscillate in direction somewhat, snaking their way toward the bridge.
Also seen here are my new, persistent, circular water impact patches that last rather longer than the stock, rapidly expanding 'wave'.
Also seen is the different destroyed bridge debris textures having different rotational rates, with their attendant splashes upon landing in the water (or dust clouds when impacting the ground.)