When I first started trying to set up my air units' movement in my RTS game, I thought it was going to be easy with simple Euler method linear acceleration. This was far from the case as the ship would have to slow to a halt on exactly the target destination, as well as properly compensate after a sharp turn.
How would I decelerate my unit exactly onto the target destination and properly compensate for changed destinations while still factoring in the current velocity in a 2D simulation (Positions and velocity stored in 2D vectors)?
StarCraft 2 does this well, and I'd like to arrive at a similar effect. I want something like shown here. Acceleration can be seen at 0:20. Turning and maintaining momentum can be seen at 1:25. Deceleration can be seen at 1:55. (Find these times in recent comments of the video).
Note: I'm using a lockstep model and frame rate can be either 5 or 10 per second depending on players' computer abilities.