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For Your Every Summer RSVP, with Code: SUMMER15
Description
ACT 2002 Dodge Neon HD/Race Sprung 4 Pad Clutch KitDN5 HDG4 kit features ACT's most popular Heavy Duty pressure plate. ACT Heavy Duty pressure plates use exclusive diaphragm design to increase clamp load, reduce deflection and maximize clutch life. All diaphragms endure a four stage, heat treating process for unparalleled performance. ACT pressure plates have precision cover stampings to provide rigidity and consistency. ACT's 4 pad spring centered race disc features a spring center to properly damp
DN5-HDG4 kit features ACT's most popular Heavy Duty pressure plate. ACT Heavy Duty pressure plates use exclusive diaphragm design to increase clamp load, reduce deflection and maximize clutch life. All diaphragms endure a four-stage, heat-treating process for unparalleled performance. ACT pressure plates have precision cover stampings to provide rigidity and consistency. ACT's 4-pad spring-centered race disc features a spring-center to properly damp torsional vibrations for quieter operation and resist failure even under harsh conditions. ACT spring retainers utilize wraparound spring windows and thicker retainer stampings to provide spring support, reduce stress concentrations, and increase strength and reliability. With the 4-pad spring-centered race disc, engagement is harsher, but shifting is faster. ACT's 4-pad spring-centered race disc is well-suited for smaller disc sizes in smaller engines.This Part Fits:
| Year | Make | Model | Submodel |
|---|---|---|---|
| 2001-2006 | Chrysler | PT Cruiser | Base |
| 2002 | Chrysler | PT Cruiser | Dream |
| 2001-2006 | Chrysler | PT Cruiser | Limited |
| 2006 | Chrysler | PT Cruiser | Street Cruiser |
| 2001-2006 | Chrysler | PT Cruiser | Touring |
| 1995-1999 | Chrysler | Sebring | LX |
| 1995-1999 | Dodge | Avenger | Base |
| 1996-1999 | Dodge | Avenger | ES |
| 1998-1999,2001-2002 | Dodge | Neon | ACR |
| 1996-1997,2001-2002 | Dodge | Neon | Base |
| 2000-2002 | Dodge | Neon | ES |
| 1996-2000 | Dodge | Neon | High Line |
| 1998-1999,2001-2004 | Dodge | Neon | R/T |
| 2001-2005 | Dodge | Neon | SE |
| 1996-1999 | Dodge | Neon | Sport |
| 2003-2005 | Dodge | Neon | SXT |
| 1996-1998 | Eagle | Talon | Base |
| 1995-1998 | Eagle | Talon | ESi |
| 1995-1999 | Mitsubishi | Eclipse | GS |
| 1995-1999 | Mitsubishi | Eclipse | RS |
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4.0 ★★★★★
Based on 14 reviews
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Product Reviews
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
★★★★★ 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
★★★★★ 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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