i just tested the idea i mentioned, that was inspired by Thalamus' one (actually exactly the other way round that he suggested, as i did not get his intention first
):
1) have one flipper that is not visible and that is enabled, wired to the keyup/keydown
2) have one flipper that is visible and that is not enabled, wired to the solenoid callback of VPM (which also is wired to all the sounds,DOF, as usual)
3) profit!
this of course only works if the table does NOT need to turn off the flippers during gameplay itself (like TOTAN, as the player can still influence the balls then, even though at least he cannot see what he's doing
)
and if the table does NOT trigger the flippers (like MB, TAF)
which still means that a lot of tables could actually use this in practice without any issues!
to modify an existing table:
1) copy/paste each of the flippers on the playfield
2) for the original versions of the flippers, disable the 'enabled' checkbox
3) for the new/copied versions of the flippers, disable the 'visible' checkbox
4) in the script, search for the functions that already have some keyboard handling (like Table1_KeyDown and Table1_KeyUp) and insert something like this (if the new/copied flippers are named LeftFlipper2 and RightFlipper2):
Sub Table1_KeyDown(ByVal keycode)
...other code, but before vpmKeyDown(keycode)..
If keycode = LeftFlipperKey then LeftFlipper2.RotateToEnd
If keycode = RightFlipperkey then RightFlipper2.RotateToEnd
...other code..
End Sub
Sub Table1_KeyUp(ByVal keycode)
...other code, but before vpmKeyUp(keycode)..
If keycode = LeftFlipperKey then LeftFlipper2.RotateToStart
If keycode = RightFlipperkey then RightFlipper2.RotateToStart
...other code..
End Sub
to see the difference here the two extremes i could get (minimum and maximum delay, visualized by having both flippers visible for this test)