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Rotation

Most machines in Feedback run on rotation: spinning shafts carrying power from a source to the machines that use it.

The basics

Everything touching along a shaft line is one network, and the whole network turns together.

Power: Su

Every source can carry a certain load, and every machine adds load. Both are measured in Su. A machine's load is printed on it.

Source Su Speed
Hand Crank 12 32 RPM
Steam Engine 64 16 RPM
Water Wheel 256 4 RPM per side of flowing water, up to 16
Engine by design by design
Machine Su
Controller 2
Pump 8
Wire Drawer 30
Drill Press 35
Powered Bellows 40
Lathe 40
Grinding Wheel 45
Rolling Mill 50
Mechanical Hammer 80
Mechanical Press 90

A water wheel carries three hammers (240 Su) but not four.

Sources on the same network add their capacity together.

When it's too much

A network carrying more than its sources can give is overloaded. It isn't driven any more, and it winds down to a stop under its own load. Nothing breaks.

You'll know because the sources smoke and creak: every so often when the network is close to its limit, and more insistently when it's overloaded. Jade shows Straining (above 90% of capacity) or Overloaded on any part of the network. A straining network takes much longer to come up to speed, because only the spare 10% is left to accelerate it. Take some load off, or add another source.

Speed and momentum

A network doesn't jump to speed. It spins up using whatever spare power it has, so a lightly loaded network gets up to speed fast and a heavily loaded one takes a while. Heavy things on the line (water wheels, steam engines, big cogs) make it slower to change speed in both directions.

Cut the power and a network coasts down instead of stopping dead. Machines on it keep working, a little, until it stops. That matters when you're trying to stop a hammer at exactly the right moment.

Jade describes speed in words: Stopped, Turning slowly (under 8 RPM), Turning, Spinning fast (24 RPM and up).

Friction

Every shaft, cog and gearbox costs a little power, and more the faster it spins:

Part Friction per RPM
Bearing 0.04 Su
Shaft, Small Cog, Pulley 0.1 Su
Large Cog 0.15 Su
Gearbox, Flywheel 0.2 Su

So twenty shafts at 16 RPM cost 32 Su, half a steam engine. A network speeds up until its spare power runs out, so a long run doesn't stall; it just turns slower. A stopped shaft costs nothing. Gearing a branch up to a higher speed makes its friction costlier still. Distance itself is free: every block in the network costs the same wherever the machine is.

Gearing

Gearing trades speed for force. Slow a line down with cogs and each turn pushes harder; speed it up and each turn pushes softer. For the hammer that's the difference between a blow that shapes steel and one that does nothing. See Crank Linkage.

Stopping things

Remember that disconnecting doesn't brake anything. The far side coasts down.