It seems to me I didnt read your Q carefully ... you are asking how to achieve non-turbulent (lines) smoke, right? If so, here is edit ...
Smoke sim
Simple example that works for me ...
Small Plane with Array modifier set as Flow > Inflow, Heat > 0
Cube set as Domain, Border Collisions check all without Left&Right
Sphere set as Effector> Colider
add object Force > Wind, Shape > Plane, Strengh > 4?
If sim generates gaps in smoke lines encrease Time Steps Maximum (here set to 8)
Notes ...
I'm not sure if Blender calculates back-flip turbulence ... I missed them here ... but in this case it does something what I would call like that ...
Your reference doesnt seem to highlights this effect anyway so I guess not an issue here.
Another test: Here the wind is set probably too high, so you can see fluffy steps, so more subframes - more time to bake :)
Another option
Probably too complicated and not finished now, thanks to some issues (bugs) - Fluid sim as Guide for Liquid Domain - with zero gravity you can bake liquid sim to be used as Guide > Domain for final smoke sim. The purpose of this version was to get "missing" back-flip turbulences, but I don't think there are any, so probbaly I will delete this part keep it focused :)
It does quite nice effect and it works for my quick test...
... but for example with lines it is crashing for some reason (I will have to check it why). Also Guide Domain feature seems to be bugged ... it works for Replay or for Modular bake type, but it is ignored when I try to Bake smoke sim as All, hm.