So here's an update of what's happening at the moment with VPE.
TLDR; Not ready for players yet! 
Physics
The port is complete! It's not battle-tested at all, but VPE's physics should have feature parity with Visual Pinball's. There are a few quirks to fix (e.g. custom playfield meshes are still handled incorrectly), but I've spent weeks debugging physics and am quite happy to move on with other things now. 
License
Some might have followed the license discussion. In short, there were two issues. Firstly, our initial GPL-2 conflicted with the Unity license. That meant that while there was nothing wrong with the VPE code itself, redistribution wouldn't have been possible without violating either license. That made us decide to re-license VPE under the GPL-3+ which shouldn't have that issue.
Secondly, we have ported quite a lot from Visual Pinball, which was under the MAME license, which is also incompatible with GPL (or any other license, for that matter). So I've spend a few days going through all of VPE's source code and tagging in the VP code base which parts where ported and where to. Then, with the help of Toxie, Fuzzel and all the other relevant VP contributors, we've managed to re-license those parts under the GPL-3.
It was quite an effort, but that means we're clean now. 
Documentation Site
We have a webite! It's still very basic, but there are detailed installation instructions for creators, and we're trying to keep it up to date as we add new features. Basically the setup is documented, then nothing, and then the new features since we have the documentation site. So we still need to cover all the things in between.
The documentation is part of the code base and is deployed automatically when we merge PRs. On every page there is a "Improve this Doc" button, which allows you to easily propose changes. It will become more important in the future, but even today if you see spelling errors or you think some part could be explained better, don't hesitate to make use of it.
For me, documentation is a key part and I hope to keep the quality of this very high.
Scripting / Gamelogic Engine
We have an awesome new feature, which also made it more clear to me where we want to go in terms of scripting. My main conclusion for now is that we will split scripting into two parts: game logic related and mechanics related. Head over to the brand new documentation for more details.
This is probably the next part I'll be working on, so the details are still vague. The main idea is to make these engines pluggable, i.e. they have a well-defined API and anyone can write an implementation for it. Of course we'll use it internally as well to provide default implementations, and tables can provide individual implementations as well. The goal is to have maximal flexibility but also to provide minimal-effort solutions if adequate. We'll also provide implementations for the most common gamelogic engines, namely PinMAME, and, the next topic:
Mission Pinball Framework
For those who don't know what MPF is: It's like a ROM creator for real machines. It's what people use to re-program their existing machines, or program original (pyhsical!) creations. MPF is typically what a gamelogic engine does, and I'm excited to get this running within VPE. I really think that for original authors, this could be a godsend, because it's soo well documented and programming your game logic will be sooo much less pain than writing thousands of lines of VBScript. Anyway, you can read up how it is going here.
WPC-EMU-CS
Finally, @jsm174 thought why not! and ported neophob's wpc-emu from JavaScript to C#. So we'll soon have a native WPC emulator. Which, if nothing else, will be awesome to rapidly test out stuff.
