SKU: 44570004150

Stage 5 Clutch Kit (2MS) for Nissan 350Z 2003-2006 3.5L (VQ35DE)

Sale price$239.05 Regular price$265.61
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Description

Stage 5 Clutch Kit (2MS) for Nissan 350Z 2003-2006 3.5L (VQ35DE)Action Clutch's Stage 5 (2MS) Clutch Kit allows for maximum performance of mid ranged powered vehicles. Our heavy duty pressure plate is designed with a dual clamp load diaphragm and reinforced drive straps, creating an extremely durable system that you can rely on. This MIBA Sprung Ceramic kit features a MIBA Ceramic (available in a 4 or 6 puck) disc. With lightning fast engagement and minimal clutch chatter after proper break in, this clutch kit is

Action Clutch's Stage 5 (2MS) Clutch Kit allows for maximum performance of mid ranged powered vehicles. Our heavy-duty pressure plate is designed with a dual clamp load diaphragm and reinforced drive straps, creating an extremely durable system that you can rely on. This MIBA Sprung Ceramic kit features a MIBA Ceramic (available in a 4 or 6 puck) disc. With lightning-fast engagement and minimal clutch chatter after proper break-in, this clutch kit is ideal for harnessing all the power and performance you need out of your vehicle without compromising on reliability or longevity.

At Action Clutch, safety is our top priority. We understand how catastrophic engine or transmission damage can be caused by springs popping out which is why we use our patented, fully enclosed spring retainers to keep your investment protected at all times. Every kit is quality checked by one of our experienced engineers (with over 60 years of collective experience) and signed off as safe before being released as a finished product. This gives you peace of mind knowing that your Action Clutch will perform consistently every time.

RACE APPLICATIONS / HEAVY TRACK USE / LIGHT STREET USE

Torque Holding Capacity: 838 ft/lbs

What’s Included
  • Sprung MIBA Ceramic 6 Puck Disc
  • Dual Clamp Load HD Pressure Plate
  • Pilot Bearing / Bushing (when applicable)
  • Clutch Alignment Tool

Break-in Requirements
500 street miles / Keep RPM’s under 4500, no more than half-throttle, no boost (if applicable).
Proper break-in is required in order to retain product warranty, ensure longevity and holding capacity.

Disclaimers
Ceramic based clutch discs intend to increase the holding capacity and durability of the clutch as opposed to an increased life expectancy. Using a ceramic based material for easy street driving may contribute to premature wear of the clutch kit due to the harsher engagement and because of the higher tendency to slip the clutch during street driving.

*Increase in holding capacity is rated in Crank Torque, not Wheel Torque




SFI Spec 1.1 Replacement Flywheels and Clutch Assemblies

California Residents: Prop 65 WARNING: This product MAY contain chemicals known to the State of California to cause cancer and birth defects or other reproductive harm. Wash hands after handling. For more information, visit www.P65Warnings.ca.gov



 

*High-performance racing component. May be used in dual-purpose vehicles. Not intended as OEM replacements. This part is built with performance characteristics.

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SKU: 44570004150

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Aurélien
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Bradley Wardell
Louisville, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
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Mike Athey
Whiting, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
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This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023
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Shannon
West Palm Beach, US
★★★★★ 5
Very helpful
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Given as a gift. They wanted to learn about coding and how it works. They found it very helpful and was able to understand it
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Reviewed in the United States on May 9, 2024
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Boise, US
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