Is the problem that your ball is getting too fast, (faster than you expect?) or is the problem that your ball is passing thru the shapes you set up?
If its the second, then this is a known "issue" in chipmunk since chipmunk doesn't do swept collisions, it basically calculates the new point of your ball past the collision point. One way to avoid this is to find where you do this:
int steps = ?;
cpFloat dt = deltaTime/(cpFloat)_steps;
for(int i=0; i<_steps; i++)
cpSpaceStep(space, dt);
... and start increasing steps, this will give the space a more accurate step; However also decreasing your frame rate probably. Hope this helps.