Well, I think I figured it out.
Here's my function:
Public Function Throw(Angle As Double, Velocity As Double) As Boolean
'frmSpace.Cls
Dim Vx As Double, Vy As Double, h As Double, d As Double, t As Double, second As Double, x As Double, y As Double
Angle = Angle * (3.14159265358979 / 180)
Vx = Cos(Angle) * Velocity
Vy = Sin(Angle) * Velocity
Do
h = Vy * t - 0.5 * 6.3 * (t * t)
d = Vx * t
y = frmSpace.ScaleHeight / 2 - h
x = frmSpace.ScaleWidth / 2 + d
If y < 0 Or y > frmSpace.ScaleHeight Or x < 0 Or x > frmSpace.ScaleWidth Then Exit Do
SetPixelV frmSpace.hdc, x, y, vbYellow
t = t + 0.025
Sleep 10
Loop
End Function
The reason I was getting all complicated with time was an attempt to have my line drawn at a velocity proportional to that of the actual datum. The sleep API saved my butt, because all I do to change the speed of the line is change the number for sleep. I guess the code should actually have a variable name instead of 10.