I'm currently learning about how to do this, but it's best to post the problem beforehand. (posting on Physics and GameDev, as you guys know your math)
It's quite difficult to explain. This specific problem revolves around a problem of creating a guidance system for rocket powered craft.
Think: 'I want the ship from game "Asteroids" to follow a specific path and compute, how much time will the whole trip take beforehand"
A craft has it's own properties like mass, linear and angular acceleration. It is only able to accelerate in its forwards direction. Also, quite a pain in the... it's maximum traverse velocity is limited.
Hopefully the picture clears some things out:
The problem lays in the very first step. The program is initiated while the craft is already moving with random velocity and faces random direction. In order to move fully toward the target point, first the craft has to turn to face "U" vector. But while doing so, it still moves, so the vector "U" will change. From the picture you can see that the direction of turn can change, don't worry, it's not a problem.
So, the problem. I tried using only vector math, but with no success as the variable I'm trying to compute relies on equations involving this variable. I'm too dumb to get only the variable I'm interested in on one side of equation. I think the solution would involve a function of distance from craft to object over time.
[Edit 1]
For your interest. Here is the part where I get stuck.
From the beginning. We have the craft on initial position "A", travelling with velocity "V1" and the target on initial position "B", with velocity "V2" (better include it just in case)
From that we can compute the burn vector "U", that we need to align ourselves to in order to travel towards the target at the speed of "Vmax"
The bigger the angle between craft's heading "Cf" and vector "U", the longer it will take the craft to turn. Which means, the craft will cover more distance while turning (uppermost picture). Which means the angle will change during turning etc. etc.
On second picture, in red box. at the top we compute dot product, at the bottom we multiply magnitudes of vectors. As the Cf vector is of length 1 all the time, we can spare it.
The primary thing I'm looking for is variable "t", currently I'm out of ideas.