Maybe I'm not fully grasping how the physics system works here, but what I was thinking was something along the lines of:
Set up some static collision objects. Add say, a ball, as a dynamic object. It could roll down a slope, bang into a wall and eventually stop.
Now, let's add another game object with a kinematic collision object. Insert "secret sauce code" into the script of this game object. Add this, also in the shape of a ball of same size and mass/etc as previous ball, would now result in identical reactions as the dynamic object.
My reasoning behind this is that since dynamic objects already exist, the "secret sauce code" is in fact not a mystery, but something that has been implemented in a multitude of languages/scenarios/code examples.
But maybe I'm thinking about this the wrong way - would the code perhaps be far too complex? Yet the dynamic objects do exist and work fine.. hmm.
britzl, to tag on to your analogy, imagine the game I would like to do is one where my kinematic object acts exactly like a dynamic one
Actual example I'm trying to achieve, apart from needing this in general:
Imagine a pinball simulation. Dynamic object works great for the ball, for example. Now, I want to be able to control this ball in my type of game. By the push of a button I want to completely freeze the velocity of the ball (impossible with a dynamic object but not with kinematic), and then apply an impulse force to the ball (possible with dynamic objects).
Except for the 'freeze' before impulse shock, it should act as dynamic object in general.