Normals and velocity issue

Beginner with Tyflow and have encountered some problems with my simulations. I have attached my scene file.

.max   tyflow tests.max (Size: 728 KB / Downloads: 13)

  1. The fractured chunks are too "light" as in, very soon after falling to the ground they go idle. I was able to improve this by increasing Inertia Multiplier from 10 to 100 within Tyflow icon PhysX settings. Video attachment shows the different below, with left:right: 100:10. Are there better ways to control your "material" properties? 

    .mp4   inertia.mp4 (Size: 4.45 MB / Downloads: 13)

  2. A small number of the chunks have their normals continously changed for each frame. It's as if their vertex normals are changing direction.

  3. I have a mesh with a lot of open edges primarily around the panels of the bottom/top of the wall, and the window decorations. Using voronoi fracture or cap holes modifier it distorts my model in weird ways - is there a way to quickly resolve this so that I can simulate it correctly using Tyflow? I have tried bridging edges one by one, it's very slow, and some edges won't bridge so I'm left to using cap holes which creates odd distortions as seen below.

I'm working in Meters as units.
Changing FPS to 10 seems to do a better job at simulating the rock wall than 24.

I follow RedefineFX's tutorial as reference:

Any help greatly appreciated!    Shy
Capping holes will never work properly on a mesh with open edges. You will get weird joints between faces. As for normals issues, you could try putting a Smooth operator after your Voronoi Fracture operator and disabling auto smooth.
Thanks that helps!

I have encountered another issue - when following the tutorial referenced above, at 5:10 my wall is supposed to get destroyed, but it only creates additional chunks without removing them from the base object.
Edit: Fixed by removing 'End:' in Birth objects.

How do I resolve the speed being so hectic? The walls are made of stone, so the simulation looks a bit off.

Is there a way to tell Tyflow that a custom ground/wall/ceiling mesh is to act as collider, so to prevent the particles from escaping through my interior scene?

Thank you again for your help.
Think I've figured out the problems above!

The normals/overlapping faces is still present with the wall that I have remodeled using splines/sweep to avoid cap holes issue.

Retopo'd wall portion wireframe
Tyflow wall wireframe
Render of Tyflow wall

edit1: I'm able to partially resolve the above by unticking 'Optimize slice borders', but this creates other issues with geometry sticking through the wall instead of creating odd normals

edit2: voronoi fracture doesn't seem to transfer vertex colors when it performs 'cap holes' on geometry. In my case I use vertex colors for additional coloring, so it renders black when there are no vertex colors present. I'm not sure how to resolve this.

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