I can't think of an easy solution to this. AeroObjects generate forces that are applied to Unity's RigidBody component so if you can find a way to slow down time for selected rigid bodies then you will achieve the desired effect. I couldn't find anything on the Unity forums that would give you this effect easily.
You could try to adjust the forces acting on the objects so that the resulting accelerations would be scaled down by your time scale, however, Unity makes it really hard to change collision forces, they seem to be applied separately to the fixed update loop so you would end up with janky behaviour during collisions.
Another potential solution would to be use multiple scenes and have your slow motion objects in a separate scene which you manually manage the simulation of:
Thanks, looks like with a separated physical scene this works. Here is an example how to start two scenes with different physics: https://learn.unity.com/tutorial/multi-scene-physics.
I can't think of an easy solution to this. AeroObjects generate forces that are applied to Unity's RigidBody component so if you can find a way to slow down time for selected rigid bodies then you will achieve the desired effect. I couldn't find anything on the Unity forums that would give you this effect easily.
You could try to adjust the forces acting on the objects so that the resulting accelerations would be scaled down by your time scale, however, Unity makes it really hard to change collision forces, they seem to be applied separately to the fixed update loop so you would end up with janky behaviour during collisions.
Another potential solution would to be use multiple scenes and have your slow motion objects in a separate scene which you manually manage the simulation of:
https://docs.unity3d.com/Manual/physics-multi-scene.html
https://docs.unity3d.com/ScriptReference/SimulationMode.Script.html