In general, when dealing with any fast moving volume source, you need to make sure that either you have a well interpolated source or that you are allowing enough substeps for houdini to process the source to eliminate some of the stepping. Since putting a lot of substeps on you volume simulations isn't always the most efficient way of doing things, my go to would be to interpolate my source. You could do this many ways but the easiest that comes to mind is by using either a trail sop or doing a particle simulation on your debris pieces.
This hip file should give you a rough idea on what im talking about.
odforce_help_file.hipnc