My apologies, I meant angle of the sprite and not the angle of motion.
Ah, yes, that makes sense. And lucid's graphic should make it more clear.
But here is a practical example:
Again, the sprite is moving with 50 pixel per second at an angle of 10?
x-component 49.24
y-component 8.68
Now the sprite rotates to 330?. The player hits the thrust button (max speed again 50 pps)[or a planet gets into the influence of another mass, something like that]. Now you need to aim for a final
x-component cos(330) * 50 -> ca 43,3
y-component sin(330) * 50 -> -25
So you need to interpolate (qarp should do) between
x 49.24 and 43,3
y 8.68 and -25
for whatever time feels right for your game.