I have to admit that I don't grasp the formula you wrote. But I do have some experience with collision detection and response.
So what I understand is, that you can calculate the time interval $\Delta{t}_{collision}$ until the collision is to happen between two objects.
Now, usually when coding a game or a simulation, there is also the "time step" interval, which is the $\Delta{t}_{frame}$ according to which you step the simulation forward. It sounds to me like all you need to do is keep track from frame to frame of $\Delta{t}_{collision}$ by subtracting from it $\Delta{t}_{frame}$ at the completion of every frame.
Now, before you start computing a new frame, you can also check whether $\Delta{t}_{collision}-\Delta{t}_{frame} \leq 0$. If this condition is true you know the collision is going to occur in the next frame, so you can handle it before the objects actually start to "penetrate" one another.
I hope that helps you somewhat.
BTW, if you want to go deeper into the coding aspects of this problem, I suggest you continue this thread in StackOverflow.
EDIT:
After our below discussion and hence understanding your problem better, I've fiddled around a bit with how to solve this mathematically. I think I've arrived at a formula that is easily solvable, which means you can just code the necessary calculation in your project and it will provide you with the time until two such particles will be of distance $D$ from one another. Please review it and see if it helps you:
So we have the particles initial positions, velocities and accelerations respectively as: $\vec{p_1}$, $\vec{v_1}$, $\vec{a_1}$ for particle 1 and $\vec{p_2}$ $\vec{v_2}$, $\vec{a_2}$ for particle 2.
Now basic (Newtonian) kinematics tells us that their position vectors $\vec{r_1}$ and $\vec{r_2}$ will depend on time $t$ according to the following equations:
$$\vec{r_1} = \vec{p_1} + \vec{v_1}t + \frac{\vec{a_1}t^2}{2}$$
$$\vec{r_2} = \vec{p_2} + \vec{v_2}t + \frac{\vec{a_2}t^2}{2}$$
(Note: At $t=0$ I am assuming they are both at $\vec{p_1}$ and $\vec{p_2}$ respectively.)
So:
$$\vec{r_2}-\vec{r_1} = \vec{p_2}-\vec{p_1} + (\vec{v_2}-\vec{v_1})t + (\vec{a_2}-\vec{a_1})\frac{t^2}{2}$$
We are interested in finding out when $|\vec{r_2}-\vec{r_1}| = D$ for some distance $D$ you're going to define. So let's look what it would take to do that for only one dimension $x$ (I don't know if your game is 2d or 3d, but it doesn't matter, it's the same calculation for every dimension). Now comes an important point, which I almost stumbled upon - in order for this to work, we need $D$ to actually represent the side of a cube, that we're going to imagine the particle is bounded by. I'll say more about this a bit later:
We have:
$$D = \left|p_{x_2}-p_{x_1}+(v_{x_2}-v_{x_1})t+(a_{x_2}-a_{x_1})\frac{t^2}{2}\right|$$
This means that you're going to have to solve the following equation twice: once for $D$ and once for $-D$, and if they both have a solution, you may need to do the calculation for the other directions to see which of the $t$'s give you the distance you're interested in. More about this point later...
Now we can solve for $t$:
$$t = \frac{v_{x_1}-v_{x_2}\pm\sqrt{(v_{x_1}-v_{x_2})^2-2(a_{x_2}-a_{x_1})(p_{x_2}-p_{x_1}\pm{D})}}{(a_{x_2}-a_{x_1})}$$
Where I wrote $\pm{D}$ instead of writing the same equation twice. I apologize for the sub-subscripts but I think you understand what they are there for.
Now, I know this is not ideal because you want to be able to predict the time in which the Euclidean distance between the particles is $D$, and this formula gives you something slightly different: it will tell you for each axis separately when the distance will be $D$ (hence my remark about bounding our particles via a $D$ sided cube). However, I am quite sure that you can adapt this to your needs, because you can do the same for every dimension you need to and see when the particles come closer than a certain threshold. In particular, suppose you get result $t_1$ for the $x$ direction and $t_2$ for the $y$ direction. Now, if for example you find that $t_2<t_1$ you can substitute $t_2$ for the equations that provide you with the $x_1(t_2)$ and $x_2(t_2)$ coordinates of the particles, and then compute the euclidean distance according to the resulting $(x_1(t_2),y_1(t_2))$ and $(x_2(t_2),y_2(t_2))$, and in fact, you will probably want to do that for every $t$ value you've computed because clearly even for the later $t$ the Euclidean distance can fall below a certain threshold, while for the earlier one it won't.
However, I am quite sure that if you do it for every $t$ value you've computed for each of the directions (this would be 4 computations for 2 dimensions for example) you will guarantee with certainty whether the $D$ sided cubes bounding the two particles are going to intersect one another or not, and be able to compute the Euclidean distance between the particles if they do.
I hope that helps :)