Viscosity at "high speeds" (if you know what I mean, lol) gives problems, it leaves "drops" in the air... so there are two options: a) Don't use viscosity if the speed is high (I'm talking about more than 400 or 500), or b) use a very low viscosity; the program has a minimum of 2, but you can unlock that setting and use 0.15 or 0.5 for example.
No doubt, Fluidos 2 is much better, besides that it allows to "recalculate" the simulation being able to change some of the parameters without having to do all the calculations again, just recalculate the mesh, that is very useful to make the last adjustments.
The impact with "the objects", hehe, also takes its work, but if it is a static "object" can be achieved, the problem is if it moves
An object within the Fluidos Domain by default will be a "Solid Object" . BUT, you can create a shell on that object and change the "Solid Object" property of that shell to "Viscosity Control", and assign a very high viscosity so that the liquid is retained (between 2000-5000).
Here is an example using "shells":
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If with "Viscosity Control" you don't get good results you can also try "Body Foce", but I think that causes a certain "gravity" or "magnetism" in the liquid, so you have to use a low value.
Sometimes you have to combine several of these things to get what you want... the problem is the calculation time
BTW, there's a known bug that I already commented with Alberto (the creator of the plugin), and it's that you cannot rotate the Domain, it gives problems, keep in mind