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KYO-EI WIDE TREAD SPACER FOR LEXUS LS M14xP1.5 5822W1Brand KYO EI Product Number 5822W1 Product Description Size: M14 P1. 5 _x000D_ HOLE: 5 _x000D_ PCD: 120 _x000D_ OD mm outer dia .: 165 _x000D_ hub diameter mm hub dia .: 60 _x000D_ thickness mm thickness: 22 _x000D_ Prise: 26,000 (excluding tax) _x000D_ hub bolts of height: 26mm _x000D_ JAN code: 4965581 806525 Remarks Lexus LS460 series, 600 series, LC500 based private Lexus LS only design. Integrated wide tread spacer with a hub. adopt an outer
| Brand | KYO-EI |
| Product Number | 5822W1 |
| Product Description | Size: M14 × P1.5 _x000D_ HOLE: 5 _x000D_ PCD: 120 _x000D_ OD mm outer dia .: 165 _x000D_ hub diameter mm hub dia .: 60 _x000D_ thickness mm thickness: 22 _x000D_ Prise: ¥ 26,000 (excluding tax) _x000D_ hub bolts of height: 26mm _x000D_ JAN code: 4965581 806525 |
| Remarks | Lexus LS460 series, 600 series, LC500-based private ■ Lexus LS-only design. Integrated wide tread spacer with a hub. ■ adopt an outer diameter φ165mm forged billet material cutting the ultrahard aluminum material. ■ hub bolts are adopted using a chromium-molybdenum steel, hardened, high-strength, high durability of the bolt. ■ reduce blurring at high speeds in integrated with the hub. ■ Number of holes: 5H ■ PCD: 200 ■ Thickness: 22 · 27mm ■ outer diameter: 165mm ■ hub diameter: φ60mm ■ nut size: M14 × P1.5 ● wide tread spacer / 2-sheet set ● Note on accessories / dedicated nut special adapter mounted ※ the wide tread spacer is a dedicated "Lexus LS460 / LS600h / LC500 / LC500h". Do not the other vehicle type attachment. ● If you have received a strong shock to the tire wheel, takes excessive force to the wide tread spacer, there is a possibility to cause damage and is used as it is, should be removed immediately because it may lead to an accident. In addition, the product should not be used in the absolute. ● by offset or the like of the spacer thickness and the wheel, it might not be mounted to the vehicle (in contact with the projection-tire house than fender). When you purchase, on the confirmation of the current car state, please purchase. ● Before mounting, be sure to rust the mounting surface and the vehicle body hub side of the back side of the wheel with a wire brush or the like, should be installed from drop the dirt. ● body of the hub bolts, spacer of the hub bolts, do not painted with oil or grease on the mounting nut. There is a possibility that the tightened bolt is damaged more than necessary. If you ● on the back side of the body of the hub side and the wheel there is a foreign matter and projections, do not install. when fitted with a wide tread spacer to the body hub bolts ●, when the bolt is protruding from the spacer, do not install a wide tread spacer. If you ● on the back side of the mounting wheel of "escape" is, it is possible to attach the wide tread spacer. However, the is genuine stud bolt depth of "escape", if there is no depth to fully escape, do not install a wide tread spacer. ● The vehicle of steel wheels do not install absolutely. ● After mounting the wide tread spacer, it is recommended alignment adjustment to prevent uneven wear of the tire. ● attachment, for the failure and damage caused by errors of handling, does not guarantee at all. ● After attaching the wide tread spacer, it is recommended alignment adjustment to prevent uneven wear of the tire. ● attachment, for the failure and damage caused by errors of handling, does not guarantee at all. ● After attaching the wide tread spacer, it is recommended alignment adjustment to prevent uneven wear of the tire. ● attachment, for the failure and damage caused by errors of handling, does not guarantee at all. |
| Notes | Images are for illustration purpose only. Actual product may vary. |
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4.4 ★★★★★
Based on 2215 reviews
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Product Reviews
★★★★★ 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
★★★★★ 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
★★★★★ 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
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