Most of what you want can be handled by typical deltaTime multiplication just like the example you link. For example, with a simple Euler integration:
acceleration = GetTotalAccelerationOnBody();
velocity += acceleration * deltaTime;
position += velocity * deltaTime;
The one trick is your damping constants - the * 0.999 and * 0.6. They need a slightly different treatment.
Typically we don't accumulate acceleration from frame to frame - it's computed from scratch based on the forces acting on the body over our current timestep. So you might not need the * 0.999 multiplier at all.
If you do choose to use it, you don't need deltaTime correction on it - all it's doing is scaling the units your forces/accelerations are measured in, not applying a timeslice-sized portion of them. So it can be as simple as
acceleration = 0.999 * GetTotalAccelerationOnBody();
The * 0.6 damping coefficient on velocity is a different matter. Velocity does have memory from frame to frame, so this acts a bit like a friction to slow the body down in the absence of forces. The trick is that this deceleration isn't linear: multiplying by a fraction between 0 and 1 over and over will give you an exponential falloff (eg. 0.5, 0.25, 0.125, 0.0625...)
So we need a different style of time correction for this type of effect, one that preserves the exponential tail shape even when stepped at different increments.
velocity += acceleration * deltaTime;
// eg. referenceDamping = 0.6
// and referenceFPS = the framerate where your old value seemed right (eg. 30 or 60)
scaledDamping = Pow(referenceDamping, deltaTime * referenceFPS);
velocity *= scaledDamping;
position += velocity * deltaTime;
This way, when deltaTime is close to zero, the multiplier gets close to 1 (diminishing your velocity less over the timestep), and when running close to your reference framerate, you get your reference damping value back out. Running at half your reference framerate gives the square of the damping value (two reference frames' worth of damping compounded), etc.
This will smooth variations in framerate so the game behaves more consistently, but because our math has only finite precision and longer timesteps introduce more integration error, you still won't get exactly reproducible movement at different framerates.
In particular, even with infinite-precision numbers, we've only correctly calculated the change in velocity by the end of the time step. Our formula for computing position doesn't take into account the fact that the velocity was changing continuously over the course of that time step. Accounting for all this continuous change is not particularly practical, so we typically accept this integration error as a consequence of our discrete simulation, and a worthwhile trade for simplicity and performance.
To truly get framerate independent game behaviour, you need to fix your timestep. More on the motivation for this here)