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In order to achieve the same simulation look when changing the Time Scale, the Steps Per Frame value must be changed accordingly. For example, when decreasing the Time Scale from 1.0 to 0.5, Steps Per Frame must be decreased from 4 to 2. All animated objects in the scene (moving objects and sources) must be adjusted as well.

Time Scale different than 1 will affect the Buildup Time of Particle/Voxel Tuners and the Phoenix Mapper. In order to get predictable results you will have to adjust the buildup time using this formula:
Time Scale * Time in frames / Frames per second

Active Bodies Mult | fluidToSolidInteractionMult - A multiplier for the effect of the Velocity channel on the Active Bodies in the Simulator. To convert a polygon object into an Active Body, enable the Active Body checkbox in the Phoenix FD Properties for that object.

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SolveractiveBodySolverNode – Specifies the Active Bodies Body Solver node holding the objects to be affected by the Phoenix FD Simulation. 

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