What to do in a JAM (EN) - 10Dozen/dzn_EJAM GitHub Wiki

Currently mod bring 5 types of malfunctions:

Feed failure

Reason:

Round was not picked from magazine for some reason (magazine malfunction, dirt, etc.)

How to detect:

All looks fine (bolt is closed), but no round in chamber.

What to do:

Cycle weapon (pull bolt) until round chambered.


Fail to chamber

Reason:

Round was picked from magazine, but not chambered and now stuck half-way.

How to detect:

Bolt not closed, round stuck somewhere inside.

What to do:

Detach mag, open bolt and try to remove stuck round. Then attach mag and cycle weapon, chambering new round.


Dud

Reason:

Round was chambered, but striker failed to hit primer properly or primer failed to ignite powder.

How to detect:

All looks fine (bolt is closed), round in chamber, but no shot.

What to do:

Cycle weapon (pull bolt) to remove 'bad' round and to chamber new one.


Fail to extract

Reason:

Failed to fully extract empty case from chamber (e.g. case was dammaged or stucked in the chamber).

How to detect:

Bolt not closed, round is in the chamber (case not ejected).

What to do:

Detach mag, open bolt and try to clean chamber. Once removed - attach mag and cycle weapon.


Fail to eject

Reason:

Empty case was extracted from chamber, but something happened on eject (e.g. case was ejected, but reflected back inside ejection port, stopping bolt from normal operation)

How to detect:

Bolt not closed, chamber is empty, but empty case may be found stucked in ejection port or inside receiver.

What to do:

Detach mag, open bolt and try to remove empty case. Once removed - attach mag and cycle weapon.