SKU: 77528423405

Kawasaki Ke 125 [SCAR] - O² Lenker

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Description

Kawasaki Ke 125 [SCAR] - O² LenkerDer SCAR O Lenker ist ein hochwertiges Zubehr fr Motorrder, das speziell fr die Bedrfnisse von MX, SX und Enduro Rennfahrern entwickelt wurde. Seine robuste Konstruktion aus aeronautischem 7050 T6 Aluminium macht ihn zu einer ausgezeichneten Wahl fr Fahrer, die Wert auf Zuverlssigkeit und Langlebigkeit legen. Technische Daten: Produktname: SCAR HANDLEBAR O2 YAMAHA BLACK, RED Designation: SCAR O Lenker Farbe: Rot & Schwarz Volumen: 17800 cm Gewicht:

Der SCAR O² Lenker ist ein hochwertiges Zubehör für Motorräder, das speziell für die Bedürfnisse von MX, SX und Enduro-Rennfahrern entwickelt wurde. Seine robuste Konstruktion aus aeronautischem 7050 T6 Aluminium macht ihn zu einer ausgezeichneten Wahl für Fahrer, die Wert auf Zuverlässigkeit und Langlebigkeit legen.

Technische Daten:

  • Produktname: SCAR HANDLEBAR O2 YAMAHA BLACK, RED
  • Designation: SCAR O² Lenker
  • Farbe: Rot & Schwarz
  • Volumen: 17800 cm³
  • Gewicht: 906 g
  • Länge: 814 mm
  • Breite: 197 mm
  • Höhe: 111 mm

Besondere Merkmale:

Die Haltbarkeit des Lenkers wird durch eine spezielle Behandlung, das Peening und die Anodisierung, weiter erhöht, was ihn sehr widerstandsfähig gegen Stöße und Verdrehungen macht. Diese Verfahren verbessern die mechanischen Eigenschaften und die Korrosionsbeständigkeit des Materials.

  • Markierungen am Lenker erleichtern die Einstellung
  • Inklusive Lenkerpolster
  • Geliefert mit einem 3D-Polster

Dank der durchdachten Gestaltung und der hochwertigen Materialien bietet der SCAR O² Lenker eine zuverlässige und funktionale Lösung für anspruchsvolle Motorradfahrer. Seine spezifischen Eigenschaften machen ihn zu einem unverzichtbaren Upgrade für Ihr Rennmotorrad.

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SKU: 77528423405

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NS
San Leandro, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Tinkerer
Houston, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Battle Creek, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Birmingham, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Lowell, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025

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