Most machines are a bit more complicated than the weird approximations from the MachineMachine. Sounds that come from rotating fans, motors, engines and the housing are all modelled separately here. The program is not fully synchronous, in other words each little part of the whole machine works in its own separate way making the ensemble of sound slip in and out of phase in a pleasing way when the global speed is altered. This creates interesting and powerful start-up and shut-down sounds.

There is a "motor" that can simulate small and large, fast and slow electric motor sounds, an "engine" for deep throbbing sounds, some "gears" that create mashing and rattling noises, and a "fan" which deals with whirring noises. The best way to use it is to set the master speed to full, then set up each part to make a good noise, finally switch them all on and play with with the master speed and inertia to make powerups.
Motors are pulse modulated bursts of noise combed at the top to make it sound metallic and then introduced into the modulator of an FM stage. There is a crude resonator for the motor housing and the best sounds are achieved with a medium resonance. The fan is a two phase triangle wave generator with variable slopes so you can get range of interactions between frequency and resonance. Gears in this version are done with FM feedback through a resonantor. An FM stage is set to self modulate but a variable delay time is introduced into the feedbcak path and modulated instead of modulating the frequency. It remains stable and capable of producing a wide range of "sheet metal" or skin effects.
Should be simpler to play with than the Machinemachine, there are four mute buttons to hear the sections separately and one single "inertia" control that sets the sluggishness of the system.
Download the Machine-o-matic