Thanks JR its good to hear thats it not that bad.
The huge expansion is on purpose altough Its a bit out of controll…but I tought as the big amount of unburnt napalm splashes on the wall with this velocity it suddenly ignites on a larger surface it gets sprinkled on. The particles behave a bit wiered because I created the sim in Real Flow and I wanted to do a thick, stiky kind of fluid and when I had something not so bad I started to tweak the Fume sim… I might go back and refine the RF particles as well. Oh yeah an you spoted the bleed… well I cant realy tell why it happens the geometry is considered by fume and it was there when I simed the particles… so Im not sure.
Source controllers are (by the manual) adittional constrains you can set on the different emission atributes(fuel, Smoke etc.) of a source. You can set a linear dependence betwen a source atribute (like fuel or temp or smoke) and a chanels data. Sou you can say that the fuel chanel is controled by the Smoke source controller: if there is X or less amount of smoke in a voxel, fuel will not be emitted if there is more than Y amount of smoke in the voxel, fuel will be fully emitted… maybe the manual explains it more clear.
So for instance you could say that when there isnt the desired amount of fuel in a voxel dont create smoke there or in any other combination of chanels and controllers.
Entrancea: I had max crash after diferent amount of rendered frames but only with renderers other than the default scanline. I might try what Solitude suggested with the preview window or the opengl setting.
Hordak: I didnt have that yet but I saw someone reporting this kind of thing before on this thread. I didnt realy remember what others suggested for a solution but there were some ideas. It was a good 20 or so pages back i think.