ah, global difficulty, another thing I have not messed around with as I don't really know what it does exactly. So just reading the global difficulty description in the command reference, i really need that set high for any of the scatter variables to have an effect. I just did a few tests with difficulty set at 100 and plunger scatter at 100 and there seemed to be very very slight variances from full plunge to full plunge as you say Toxie.
I'm really looking for it on the non-mechanical plungers as the mechanical/analog plungers vary just in their nature, this is really just for the desktop and launch ball button folks. I play a lot on my laptop, so I notice the consistency. all the time.
I did a little scripting that only effects key based plunger pulls. I tested my real table by doing a bunch of plunges to see where the max I could get was, relatively easy to see on em tables. I matched that action as best I could in my VP version to give me a max plunger speed. In the init of the vp table I store the defined max plunger speed with plunger.uservalue=plunger.firespeed, and then in the _keydown sub under If keycode=plungerkey I put in a random variance with plunger.firespeed=plunger.uservalue*(1-((Rnd*5)/100)) so basically every time you pull the plunger it can go up to 5% less than that max randomly. Easy enough to change from 5 to 4 or whatever once it's in there, and has no effect upon analog plungers. I kind of like the effect, or basically like not seeing the exact same plunge.