Ah..and I should be in bed now, but this effect is a bit fun to test in embergen.
Quick setup with emission object and collision object, no actual object import for this quick test, and the items are still, with only fluid emission turned down all bouyance and other forces within the actual emission, one line force to push it, strength can be increased as you wish to make it faster etc.
Test of repulsion makes a bit more swirl when the collision hits.
I didn´t hide the collision object, the sphere in this case, but that is easy to do in embergen and only work with the tweakings of the physics for the collision object, repulsion etc.
Smoke generation is turned off, as well as off in the render settings, only fuel and flame is used.
There are so many ways to push the fluids, no vorticity, increase vorticity, add turbulence force, wind chaos, pressure, pressure chaos etc.
But keeping it as simple as possible from scratch when working with collision force is probably a good approach, so turning down as many parameters as possible that causes undulations, basicly you want a straight flame initially.
I actually forgot to showcase some other settings that made some interesting results in the flame.
No narrations before bedtime, just a teaser.
Then there are some options, either export to vdb or make a pixel perfect camera match, and render the fluids, Or..use the particle render in embergen and render that as well,
It has some nice character to it that could complement the fluid gas.
The shading could be adjust much better and also more dissolve to fade faster, final effect should be soo much more subtle, and work on several sections to sell the effect of affected panels or other objects re-entering, together with setting camera shots up of course., but it will have to do for a teaser, just messing around for a first test....