I am trying to make a simple game where you can move a satellite across a flat map and have it shoot lasers down to the surface. Needless to say that it is not an accurate simulation - you can move it in whichever direction you choose, but it's movement has a lot of inertia. The movement is limited to the 2d plane.
Each satellite has a vector for position, velocity, and target coordinates. Each loop, the velocity is scaled by a friction factor (0.93). What i want to know is this: how can i calculate wether i should add thrust to the satellite without the velocity becoming so high that it doesn't have time to break (by friction) in the distance left to the target? I realize that calcuating it precisely will end up in a differential equation, so all i need is an approximate "max velocity" where it will no longer apply thrust, to avoid overshooting.
Any help is very appreciated!