SKU: 46529899691

conspit cdr quick release adapter 50 mm pcd paars zilver

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Description

conspit cdr quick release adapter 50 mm pcd paars zilverConspit CDR snelwisseladapter 50 mm PCD (paars zilver) Nul speling stuurwielwissels met automatische vergrendeling en betrouwbare pogo pin verbinding De Conspit CDR Quick Release is een professioneel stuurwiel quick release systeem ontworpen voor high end sim race setups. Het is gebouwd voor snelle, veilige en spelingsvrije wielwissels en combineert precisiemechanica met een robuuste elektrische verbinding, waardoor het ideaal is voor coureurs die

Conspit CDR snelwisseladapter - 50 mm PCD (paars / zilver)

Nul-speling stuurwielwissels met automatische vergrendeling en betrouwbare pogo pin verbinding

De Conspit CDR Quick Release is een professioneel stuurwiel quick release systeem ontworpen voor high-end sim race setups. Het is gebouwd voor snelle, veilige en spelingsvrije wielwissels en combineert precisiemechanica met een robuuste elektrische verbinding, waardoor het ideaal is voor coureurs die meerdere stuurwielen gebruiken in verschillende racedisciplines.

Met universele 50 mm PCD-compatibiliteit, een automatisch vergrendelingsmechanisme en een stijve spelingsvrije constructie levert de CDR Quick Release een solide verbinding in motorsportstijl met een lange levensduur.

Universele 50 mm PCD-compatibiliteit

Ontworpen rond een 50 mm PCD boutpatroon, biedt deze snelspanner brede compatibiliteit met veel populaire stuurwielen en sim raceonderdelen. Het is een perfecte oplossing voor racers die op zoek zijn naar een eersteklas upgrade zonder vast te zitten aan één ecosysteem.

Automatisch vergrendelsysteem - Snelle wielwissel in seconden

De CDR Quick Release is ontworpen voor moeiteloos gebruik zonder gereedschap:

  • Monteren: duw het wiel er gewoon op - het vergrendelt automatisch

  • Verwijderen: trek aan de vergrendelring en maak het wiel soepel los

Geen handmatig vastklemmen, geen ingewikkelde stappen. Dit maakt het ideaal voor sim racers die wisselen tussen GT, Formula, rally of drift setups.

Stabiele signaaloverdracht met Pogo Pins

Voor een betrouwbare elektronische verbinding gebruikt het systeem verende pogo-pinnen voor een stabiel contact en consistente signaaloverdracht. Deze veilige verbinding zorgt voor een betrouwbare werking, zelfs onder veeleisende omstandigheden, en levert stabiliteit waarop je kunt vertrouwen tijdens wedstrijdsessies.

Spelingvrij ontwerp voor maximale stijfheid

De CDR Quick Release maakt gebruik van een nauwkeurig ontworpen, spelingsvrije structuur die ongewenste beweging tussen wiel en basis voorkomt. Dit zorgt voor:

  • Een strakker, realistischer stuurgevoel

  • Minder slijtage na verloop van tijd

  • Langdurige mechanische stabiliteit

Zelfs na veelvuldig gebruik blijft de verbinding solide en vertrouwenwekkend.

CNC-bewerkte aluminium constructie

De CDR Quick Release is gemaakt van een CNC-bewerkte aluminiumlegering en is licht, stijf en duurzaam. De eersteklas afwerking voegt een hoogwaardige visuele upgrade toe aan elke cockpit, terwijl het totale gewicht laag blijft voor een betere respons.

Belangrijkste kenmerken

  • Professioneel quick release systeem voor sim racesturen

  • Universele 50 mm PCD compatibiliteit

  • Automatisch vergrendelmechanisme voor plug-and-play montage

  • Snelle wielverwijdering via borgring

  • Veerbelaste pogo pin-aansluiting voor stabiele signaaloverdracht

  • Nauwkeurig ontwerp zonder speling voor een stijve, slijtagevrije pasvorm

  • CNC-bewerkte aluminium constructie

  • Hoogwaardige paars/zilveren afwerking

Technische specificaties

  • Product: Conspit CDR Snelkoppeling Adapter

  • PCD: 50 mm

  • Primaire kleur: Paars

  • Secundaire kleur: Zilver

  • Materiaal: Aluminium-magnesiumlegering

  • Afmetingen (L × B × H): 81 × 83 × 83 mm

  • Gewicht: 0,315 kg

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SKU: 46529899691

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4.1 ★★★★★
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Product Reviews
C
Christopher West
Fort Morgan, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 21, 2025
B
Blake Lynch
Alexandria, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 16, 2025
M
Mel
Belleville, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025
S
SkyGuardian
Omaha, US
★★★★★ 5
This is a game changer in Unity!
Format: Paperback
The amazing part about this book is how it begins. It tells you which Unity, VS (Visual Studios), and which C# versions you should use for best results. This in my thoughts are the most important part when programming, know which ones to use to make your experience the best it can be. There are exclusives in this as well. This book has some major pics to show those who are visual learners and that is a great asset as most people need to see it and use it in order to understand what they are doing. Books sometimes leaves this important thing and some get lost in the reading and put those types of books down and never pick them up again. I read through this book and found things that intrigue me and make me want to literally just get into it until I'm done reading and using the pics to guide me through. This book also works with MacOS as well. I'm not much into that operating system but I know many who prefer that and that is awesome that this teaches this way as well. This even has pop quizzes for you to do to enhance the effects of learning and I am sure this would be a book that would be used in schools if it were offered as a preferred reading/teaching structuring the class for success. I have said it before in my reviews that this is again another great book to add to your collection. Each book of this type is something that should be purchased or gifted to someone to make their lives easier when it comes to programming and the way this book does it's teaching style it makes programming that much easier and more fun. So many things in this book I don't have enough room or a way of putting it into words. Best tog eab this book and enjoy every part of it and I promise it won't be a waste of money.
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Reviewed in the United States on November 15, 2025
J
Jason Skillman
Lowell, US
★★★★★ 5
Great for getting into Unity and mastering it
Format: Paperback
Sometimes I mentor students who are just getting started in Unity. This is a great resource I can use to help them along. The book has a great start by covering topics like what is a variable, how to call a function, classes, and OOP. There is even some tricks on how to debug your code which a lot of people struggle with. For statements this books covers all of them, if, else, for, switches, etc. Other books don't explain OOP well enough but with book goes over it very well and explains what the difference between a value and reference type is. Towards the end there are a bunch of project examples like making a player, shooting projectiles, and creating a user interface. This book is very up to date and uses Unity 6. If you just started learning Unity then this is a must have book.
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Reviewed in the United States on November 13, 2025

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