SKU: 2242294915

Makita DTD 171 RF1 Akku Schlagschrauber 18 V 180 Nm 1/4" Brushless + 1x Akku 3,0 Ah + Ladegerät

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Description

Makita DTD 171 RF1 Akku Schlagschrauber 18 V 180 Nm 1/4" Brushless + 1x Akku 3,0 Ah + LadegerätLieferumfang: 1x Makita DTD 171 Akku Schlagschrauber 1x Grtelbefestigung 1x Makita BL1830 18V 3,0Ah Li Ion Akku 1x Makita DC 18 RC Schnellladegert Produktbeschreibung: Der Akku Schlagschrauber DTD 171 ist das neue Spitzenmodell aus der Makta DTD Reihe. Der brstenlose 18 Volt Motor sorgt fr viel Ausdauer, einen hohen Wirkungsgrad und verschleifreie Arbeit. Die Maschine sorgt durch Ihre kompakte Bauweise fr ein optimales Handling. Sie bietet vier Gnge

Lieferumfang:

- 1x Makita DTD 171 Akku Schlagschrauber
- 1x Gürtelbefestigung
- 1x Makita BL1830 18V 3,0Ah Li-Ion Akku
- 1x Makita DC 18 RC Schnellladegerät 

Produktbeschreibung:

Der Akku-Schlagschrauber DTD 171 ist das neue Spitzenmodell aus der Makta DTD-Reihe. Der bürstenlose 18 Volt-Motor sorgt für viel Ausdauer, einen hohen Wirkungsgrad und verschleißfreie Arbeit. Die Maschine sorgt durch Ihre kompakte Bauweise für ein optimales Handling. Sie bietet vier Gänge sowie vier intelligente Unterstützungsmodi. In den vier regulären Gängen steigen mit jeder Stufe die Dreh- sowie Schlagzahl an. Im Holzmodus läuft die Maschine mit geringer Drehzahl an, bis die Schraube greift und dadurch der Widerstand steigt. Dann steigert der Schlagschrauber die Umdrehungen. Im Lösemodus unterstützt er Schlagschrauber das Herausdrehen, indem er die Schraube, Mutter o.ä. mit viel Kraft löst, danach aber die Drehzahl verringert – so fällt nichts herunter und das Material wird geschont. Der Tech-Mode 1 sowie der Tech-Mode 2 erleichtern das Verschrauben mit Bohrspitze in feste Materialien wie Metall. Sobald die Schraube greift und das Schlagwerk einsetzt, wird die Drehzahl verringert. Dabei ist der erste T-Modus für dünne Metallplatten und der zweite T-Modus für dicke Metallplatten geeignet. Praktischerweise ist die Modusauswahl mit nur einer Hand möglich, sodass maximale Flexibilität gegeben ist. Durch die starke Werkzeugaufnahme wird zudem das Verwackeln des Bits reduziert. Die beiden eingebauten LEDs rechts und links am Gehäuse sorgen für eine optimale Ausleuchtung des Arbeitsbereichs, ohne lästige Schatten zu werfen, wie dies manchmal bei nur einer LED der Fall ist.

Technische Daten:

Spannung: 18 V
Max. Drehmoment (hart): 180 Nm
Motorart: bürstenlos 
Werkzeugaufnahme: 1/4" 
Leerlaufdrehzahl Stufe 1: 0-1100 min-1
Leerlaufdrehzahl Stufe 2 : 0-2100 min-1
Leerlaufdrehzahl Stufe 3: 0-3.200 min-1
Leerlaufdrehzahl Stufe 4: 0-3.600 min-1
Leerlaufdrehzahl Holzmodus: 0-1.800 min-1
Leerlaufdrehzahl Schraubenmodus: 0-3.600 min-1
Leerlaufdrehzahl T-Modus 1: 0-2.900 min-1
Leerlaufdrehzahl T-Modus 2: 0-3.600 min-1
Leerlaufschlagzahl Stufe 1: 0-1.100 min-1
Leerlaufschlagzahl Stufe 2: 0-2.600 min-1
Leerlaufschlagzahl Stufe 3: 0-3.600 min-1
Leerlaufschlagzahl Stufe 4: 0-3.800 min-1
Leerlaufschlagzahl Holzmodus: 0-3.800 min-1
Leerlaufschlagzahl Schraubenmodus: 0-3.800 min-1
Standardschrauben: M5-M16 
Hochfeste Schrauben: M5-M14 
Maschinenschrauben: M4-M8 
Maße (LxBxH) in mm: 116 x 79 x 236 
Gewicht Solo: 1 kg
Schalldruckpegel: 97 dB(A)
Schallleistungspegel: 108 dB(A)
K-Wert Geräusch: 3 dB(A)
Vibration Schlagschrauben bei Volllast: 13,5 m/s²
K-Wert Vibration: 1,5 m/s²


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SKU: 2242294915

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Tinkerer
Los Angeles, 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.
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Reviewed in the United States on August 18, 2019
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robert thompson
Grantham, 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.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Port Orchard, 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.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Waukegan, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Draper, 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".
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Reviewed in the United States on February 13, 2019

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