I've played with lots of gears and done many physical motion experiments so I know that in general this should be workable. I just need to make everything huge to deal with the lack of precision in the physics engine. And so I'm using a 1m x 1m x 1m sphere as the reference size.
Even without any scripting, these flippers move on the hinge axis correctly. The size may be a problem since the Havok engine doesn't like things with lots of mass, so I've made it 98% hollow:

But many script-driven games involve a linked set containing all objects. At this scale, the table can easily reach across the 40-meter linking limit so it's not going to work to put everything inside a single linked set. The objects are probably going to have to talk to each other over a sim channel since they can't be linked.
Another problem is going to be scripting speed. Can the engine keep up with a fast-moving ball, to detect it hitting a bumper and kick it before the ball bounces away?

And to make it harder yet, I'd like things to be as physically real as possible. Most of the kicking could be done with llPushObject but if possible I'd like an actual physical kicker to hit the ball. I don't know if it's possible to fire a plunger and have it travel a certain distance and hit with a certain impact power.

I am aware that full physical motion of this rubber-band kicker is not going to work.

But a close approximation can be done by breaking the band in half and rotating the two pieces at each end slightly. Here's an end-rotation example that already moves correctly using rotation in the object editor:

But I have no idea if a rotation movement like this can be forceful enough to kick the ball hard like real band-kickers do.
There is one place where llPushObject will be at home, and that's with this simulation of The Power in The Addam's Family pinball machine ("Feeeeel the Pooower....")

Two magnet coils under the table push and pull the ball around in odd ways. Though for a pinball machine that might have multiple balls in play, llPushObject may have a problem since it needs to know the key of the object to push. and I'm not sure how it can be able to know what ball is nearby it to be pushed/pulled. I don't want it pushing on all balls such as the ones in the ball hopper, and I'd lika high force-rolloff factor just like with a real magnet.
And speaking of the ball hopper...

Ideally there'd by absolutely no rezzing/derezzing of the balls if at all possible. Everything is as physical as can be, including the ball return and ball ejector. This will need little kickers to lightly pop the ball up the the ramp and into the launcher chute, as well as some sort of ball detection mechanism.
Probably this is best done with phantom versions of the wire triggers used in real pinball machines. When the ball rolls through the phantom trigger, the ball's key can be read and sent to the kicker, as well as monitoring for scoring and lost-ball error conditions.
I'm open to any scripting ideas on how to make this work, whether here or in SL. Note, I don't own any land and so I just rez this from my inventory in a sandbox to work on it. If there's someplace it needs to call home so people can work on it, I'll see about purchasing some tier..


