Question: Working on a recent project I wondered how to find a good/perfect path to a target that is moving with a steady speed. I tried standart A\* pathfinding but it failed, since the heuristic will be wrong the more the object moves and I just can´t find a way to make that work for me. Maybe you guys got another algorith that should work with just fine or some calculation tuning with A\* that would work...

Thanks for your afford :)

Answer: 
A\* should in general work, but then of course you need to recalculate every time the target moves. For 99% of cases, this is actually ok. For example, in video games you can get away with only recalculating the best path once every second or so, so it's generally not a huge performance hit.

However, if you really need something more powerful, check out [Generalized Adaptive A\*](http://www.aamas-conference.org/Proceedings/aamas08/proceedings/pdf/paper/AAMAS08_0026.pdf), an algorithm specifically designed to handle moving targets. And if you really want to be on the bleeding-edge, there are multiple adaptations of GAA\* that are faster in certain cases - see [this post](https://cstheory.stackexchange.com/a/11866/8532) *(under "moving target points")* for more details.
Using A\* with a moving target is ok, but you must recalculate the whole path again. I don't think A\* likes just having it's destination / goal changed.

Your A\* needs to be very well optimised to run in real time and recalculate the new path every time the target moves.

Remember to play with your H to get a balance between working out the shortest path and the quickest to calculate. All depends on your map and obstructions really.

However A\* may not be the best path finder for your application, but I'd need to see your map and more info..