Recoil buffers can cause ejection problems by short cycling the slide, plus when the buffer breaks, as they all eventually do, it will drop broken shards into your CZ’s lock work, rendering your pistol inoperative. There is no such thing as “slide or frame battering” and the installation of recoil spring buffers can prevent the slide from achieving its full stroke. Item #2: the slide must travel its full stroke so the slide abuts the frame, just as it was designed to do. The majority of the time folks follow the bad advice given on YouTube videos and on the internet telling folks to use a 10 or 11# recoil spring, which is incorrect unless you are using very light loads. Pistols that eject a case 12 feet or more will prematurely break a slide stop, can produce excessive muzzle rise or lift, and can increase felt recoil. This is the ideal slide velocity for reliable extraction, ejection, and subsequent feeding. Item #1: the optimal slide velocity will eject a spent case, on average, 6 – 8 feet away from the shooters stance. Positively locks the slide into battery.Ejects the spent case the correct distance from the ejection port.Allows the slide to achieve a full rearward stroke.Controls the velocity of the slide when cycling.The recoil spring performs 5 tasks, all of which are critical for reliable function: To understand the recoil springs’ function, we need to examine what it does and how it works. So I wonder if the jam chance formula needs to be tweaked a bit.The recoil spring is one of the most critical springs in a semi-auto pistol, yet most shooters install the wrong spring the vast majority of the time. With the red curve he would have 18-4% jam chance instead. With the old formula if someone found a weapon with 50-75% condition he already got a jam chance of 30-8% without dirt, overheat or bad reliability. They also take into account if the dirt and/or heat system are active so the curve is altered in order to adjust a bit. This is represented by the red, yellow and green lines in the diagram. If the formula was changed guns could stay useful over a greater condition range. The threshold for 0 percent jam chance is at 85 percent weapon condition IF no dirt, overheat, reliability or autofire come into play. Jam chance is almost a straight line (displayed in blue in the diagram). Therefore players that have these options activated will experience more jams. I believe the formula for gun jams has not changed when overheating and dirt were implemented. This will not affect how and what I code, and I will not code specific features in return. I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black. This answer doesn't help you in the slightest, but at least it answers why I personally won't do it :-) Would be possible, however, the next thing that would happen is that the local gun freaks would protest, because unjamming gun X is totally different from unjamming gun Y, and unjamming gun Z requires to pull the trigger, and we need separate unjam AP costs per gun, and bla bla bla blah. Besides, with the equipment they have, in the first few battles the enemy would barely get a shot off.ģ. Easiest way to get what you want is to alter reliability, really.Ģ. Other factor's influencing jams are current firing mode, ammo type, rain conditions, overheating and dirt.ġ. Reliability affects both how fast a gun's status deprecates and how fast it jams. The main factors of whether a gun jams are status and reliability.
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