Wow that is odd!
What are your Simulation Steps set to?
Nice Flames 
Yes, typically fast moving objects need more Sim Steps for better accuracy.
You don’t happen to have a hidden teapot that is in the object source by any chance, do you?
And
How fast is that Teapot moving? How many frames until it completes the circle?
Your object emitter velocity might also be coming into play here , since it’s moving forward, it might be adding forward momentum to the actual smoke.
Yeah, Fuentealba is right. In your source, in the velocities parameters, you have ‘object’s’ - reduce that 
Thanks for the replies guys. Sorry I’m an XSI guy using fume for the first time 
I have velocity set to 0. Though it didn’t seem to have any effect. I also upped the simulation steps to 5 with no effect.
I attached the scene if anyone is willing to check it out.
cheers
Well first, be kind, post a sample scene with local/no paths
waiting a dogs age for my machine to figure out that they don’t exist on our network…
Uh umm… your teapot… or should I say Fume is working as it should, it is your teapot that needs to layoff the Starbucks Triple Espresso’s 
I slowed your teapot down from 24 frames (one time around the path) to 200 frames, the issue is now apparent.

You just happen to be rendering a frame when the teapot is coming back instead of it apex forward. Or it happens that it is so quick that it will always render the teapot on the trail end of the inner loop.
Sorry about the paths. And thanks for taking the time to look at this.
Nice find btw. Looking at the keys, the interpolation was getting set to bezier which made the tangents fail.
Before:
http://www.genecrucean.com/misc/speedObjectTester_Before.jpg
After a quick scale:
http://www.genecrucean.com/misc/speedObjectTester_After.jpg
Even after setting the keys to linear interpolation and cranking a few settings, it still seems to have this effect. Is there a known object speed limitation with Fume?
I recreated your scene albeit for the spiral (not sure how you acquired its motion), and I cannot seem to replicate the issue.
My guess is something buggy in the scene file.
Below this is at 3 sim step and it is noticable by the stepping close to the teapot but anyway…

I for the life of me could not figure it out, so I opted to try and rebuild it to see if the issue reoccurred. It is odd because I see no reason why it is behaving like that. I guess it could be as simple saving your settings and creating a new grid (didn’t try that).
Ya know I just thought of something I seem to remember your animation starts on frame 1, does you fume setup begin on frame 1 as well? I can’t check it at the moment. it just something that occurred to me.
Ahhh IT WAS! Start frame was set to frame 0 it needs to be frame 1, man if I had a dollar for everytime I have overlooked the obvious in FumeFX, well… lets say… I could buy my wife a real nice dinner with wine 
My output and playback ranges are 1-100 though. Interesting thing to keep in mind though. Does that really offset everything like that though? Seems to me it would just not calculate on that frame.
It is odd, agreed. In the Playback Range Section below the ‘Play From’ and ‘Play To’ spinners is the ‘Start Frame’ spinner, that was the culprit parameter in the sample file you posted. This is just a guess, i think they did it this way so it was easier to offset your start times. I seem to recall this bungling me up in the past…Anyways I hope all is better now:)
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