SKU: 90645911862

Dinan High Performance Coilover System - VW MK6 Jetta (50mm) - (NLA)

Sale price$386.55 Regular price$429.50
Save 10%

Pay in installments of $107.38 with ShopPay, AfterPay and Klarna

Shipping Estimate
USA
  • USA
  • CAN

Ships within 48 hours · Estimated delivery Jul 25 - Jul 30

Promo Codes Available:

For Your Every Summer RSVP, with Code: SUMMER15

Description

Dinan High Performance Coilover System - VW MK6 Jetta (50mm) - (NLA)Dinans adjustable coil over suspension system is a quality entry level kit designed to satiate the dizzying possibilities of drops and aesthetics the consumer is looking for, while also providing improved performance. With a noticeable reduction in body roll in addition to a reduction in dive under braking and squat under acceleration the vehicle will perform better to go along with its improved stance. Dinans design implements threaded collars to

Dinan’s adjustable coil-over suspension system is a quality entry level kit designed to satiate the dizzying possibilities of drops and aesthetics the consumer is looking for, while also providing improved performance. With a noticeable reduction in body roll in addition to a reduction in dive under braking and squat under acceleration the vehicle will perform better to go along with its improved stance. Dinan’s design implements threaded collars to allow the user to change the ride height and utilizes shorter bodied, custom valved, struts/shocks to maximize the lowering potential. The springs combined with progressive bump stops, struts and shocks increase travel and allow the car to be lowered aggressively to the owner’s desire, however, a 3/4" drop in the front and rear is recommended to retain a civilized ride.

While aimed at being a cost effective solution the quality of the components is not indicative of the stellar price point. With heavy duty struts, twin tubed Dinan specific custom valved shocks with hardened chrome piston rods, and shot peened springs, the moving parts are designed for long lasting durability. You can rest assured that the Dinan suspension will perform superbly just like the day it was installed for many miles thus making the value proposition second to none.

Note: Compatible with: 2011-17 VW Jetta Sedan (MK6, w/ 50mm housing & multi-link rear suspension), 2011-17 VW Jetta Sedan (MK6, w/ 50mm housing & torsion beam rear suspension)


Installation Instructions: Dinan Mk6 Jetta (50mm) Coilover D190-4211 Installation

Features:

  • Threaded collars allow easy and precise front & rear vehicle height adjustments.
  • Extensive lowering is possible depending on available tire and chassis clearance (Up to 2" in the front and 2.1" in the rear) but a 3/4" drop in front and rear is recommended to maintain a civilized ride.
  • Spring rates are 10-13% stiffer than stock: 195 lb/in (front), 174 lb/in (rear).
  • Progressive bump stops improve ride quality at lowered ride heights.
  • Noticeable reduction in body roll.
  • Heavy duty zinc plated strut housings for superb corrosion resistance.
  • Twin tube, gas charged, shock design with Dinan specific custom valving.
  • Hardened chrome piston rods for lasting durability.

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 90645911862

Discover Niche Categories That Outsell

Top-Converting Item to Boost Your Average Order

4.1 ★★★★★
Based on 25 reviews
Sort
Highest Rating
Newest First
Oldest First
Product Reviews
T
Verified Purchase
Tinkerer
Boise, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
Alexandria, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on February 6, 2022
V
Verified Purchase
Vincent Marias
Battle Creek, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Natrona Heights, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Chelsea, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on February 13, 2019

recommand products