I'm just givin chipmunk a try and used this sample:
http://iphonedev.net/2009/05/25/cocos2d-example-accelerometer/
together with the bouncing ball sample for a start.
Now it works, I can control the sprite with the accelerometer.
But it feels like having a big mass and inertia, so I changed the body setup from:
cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, CGPointZero));
to
cpBody *body = cpBodyNew(0.0000001f, cpMomentForPoly(0.00000001f, num, verts, CGPointZero));
But: there is no feelable change, the sprite still follows the accelerator input very sluggish. I tried several values for mass and inertia, they seem to have no effect on the movement.
Any idea what the problem could be? I want the sprite to follow the device movements more direct.