To fully answer your question, there needs to be a lot more detail on your side. Are you using hand made equations? Are you using animators with preset values? Where and how do you use time scale? Assuming you're talking about animations, the solution is easy - just progress the frames more in your animation. It's difficult to explain so I'll give an example: Let's say in 1 frame of animation, Jupiter is meant to move 100 units of radial distance. Instead of moving it 100 units, move it 1000 units for a X10 time scale, or 10,000 units for a 100X time scale.
Assuming you're using physical equations, you're multiplying by deltaTime somewhere. When you're doing that, you can multiply the deltaTime by another factor, as long as you're consistent with that all along your system. I suggest making a TimeUtil class, which will handle multiplications so yo uwill not use time.deltaTime outside of that class.