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.