A couple questions..
Why not just add the custom type option, why would one want to use the flat type, what's the difference, benefits of each?
Good question. We might even end up with a consensus that we don't need both after people have had a chance to use this more, but right now I think there are reasons to keep both.
My initial plan was just to implement the flat type. Most of the scripted plunger schemes that I've seen use something to approximate the way the flat type works - they use an alpha ramp or something like that to create a flat rendering surface, and then draw one or more plunger images on top of it (if more than one, it's for animation to show the spring compression). I figured that a built-in mechanism to accomplish what all the scripts already do would make it relatively easy to convert the visuals in a table with one of these scripted plungers to a script-less setup based on the regular plunger object. And that works - the flat type does just that.
Once I got the flat type working, though, I realized it has the big drawback that it doesn't adapt to perspective changes. That means you need separate plunger images for a desktop table vs a full-screen table, and even for full-screen you might need new images if you change the layback settings more than a tiny bit, to adjust to the new camera angle. The Custom plunger does, since it's rendered from a 3D model. The Custom plunger is also just less work to set up, mostly because it populates all of the animation frames for you - no need to hand-draw all of the intermediate frames showing different plunger compression distances.
My feeling right now is that I'd be perfectly happy with just the Custom plunger for all of the tables I know about, since it looks pretty photo-realistic and is so easy to adapt to the exact proportions and perspective you want. But I have to stop short of claiming it's the right solution for all tables period, because I know I haven't seen all the tables out there. Pinball has a long history full of imaginative gimmicks, so I wouldn't be the least bit surprised to the occasional weird plunger that can't be shoe-horned into the Custom style's constraints. I think Flat is a good fallback to have, just to know that you can fairly easily get any appearance you can cook up in Photoshop.
When I tried the flat type the motion jumped four notches at a time after the first 2 or 3 notches that worked smoothly..
Thanks - I'll take a look and see if I can reproduce that.
PS: the only remaining problem I see with the accelerometer physics is that when you nudge your cab up to make the ball bounce off of a post like the center bottom post it seems to soften the bounce instead of strengthening it. If I use a flat table test, the balls roll the right way when I tilt the cab so I know my mounting settings are correct. Perhaps you can look into this for your next project?
Interesting - I'll have to take a look at that. It seems like that sort of interaction was working properly for me back when I was doing the Pinscape accelerometer work (and was working separately from anything I was doing), but I'll have to look at it again. I actually do have a little more accelerometer tweaking that I'll probably get to shortly. There's a nagging problem that's always been there with missed updates, which slightly reduces the quality of the simulation effect from accelerometer input, and I think I've finally come up with a solution that I want to try out. I'll try to take a look at the bouncy behavior while I'm at it.