SKU: 14949119269

Recirculation Valves for the BMW N54 Twin Turbo Motor 135 335 Models

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Description

Recirculation Valves for the BMW N54 Twin Turbo Motor 135 335 ModelsWe recommend servicing your valve every 3 years, or 20,000 miles, whichever comes sooner Developed specifically for BMWs N54 twin turbo motor, as found in the BMW 135,335 and 535 models, Forge Motorsport adds another replacement valve application to our already extensive vehicle specific and universal valve lineup. While virtually identical in operation to the Bosch style valves as used from the factory on many other turbocharged applications,

We recommend servicing your valve every 3 years, or 20,000 miles, whichever comes sooner

Developed specifically for BMW’s N54 twin turbo motor, as found in the BMW 135,335 and 535 models, Forge Motorsport adds another replacement valve application to our already extensive vehicle specific and universal valve lineup. While virtually identical in operation to the Bosch style valves as used from the factory on many other turbocharged applications, primarily Volkswagen and Audi, BMW has utilized a very different type of valve connection mechanism that makes their product and our replacement components very unique. Starting with the world’s best selling direct replacement Bosch style valve, our own 007P piston-based design, we have revised virtually every single component of the valve body, (except the internal piston), in order to retain BMW’s unique connection mechanism yet offer improved functionality in every other possible way.

The entire valve assembly is precision CNC machined from T6-6061 billet aluminum alloy on our very own Mazak CNC milling machines. Again, the valve is an aluminum piston based design, offering significantly improved reliability over the failure prone OEM diaphragm valves, yet with no change to valve response time. We utilise ultra high temperature Viton brand silicone o-rings for sealing and Mobil1 fully synthetic bearing grease for lubrication. The valves are fully tunable for both boost holding capacity and response, by way of proprietary interchangeable springs. By utilising this method of valve tuning with multiple custom spring rates, the valves will retain the maximum range of piston travel and flow volume regardless of which spring rate is used. Valves with a singular spring requiring that adjustments be made by continually adding preload will suffer from decreased piston or diaphragm travel as the spring tension is increased. Though these types of valves may hold high boost levels under load, they will actually suffer from limited flow volume at throttle lift when the valve vents.

The hoses included in the kit are a custom made multi-layer fabric reinforced flexible silicone hose that are designed to allow compatibility with the stock airbox and charge piping setup without any permanent modification being required to adapt our replacement valves. Even the included hose clamps are overkill. They are specifically designed for use with silicone hoses, utilizing a beveled band edge and a pressed in drive mechanism

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SKU: 14949119269

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4.1 ★★★★★
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Ryan
Los Angeles, US
★★★★★ 1
One Star
Format: Paperback
Exactly the same as the free PDF I downloaded online for my student, only this costs $26 plus tax.
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Reviewed in the United States on April 3, 2017
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Christopher West
Dallas, US
★★★★★ 5
A Treasure Trove for Aspiring Game Developers! From Concepts to Mastery!
Format: Paperback
As someone who has spent nearly two decades deep within the intricate world of C# software development, delving into game development was like stepping into a new dimension, filled with its unique set of challenges and learning curves. It’s an entirely different ball game, albeit an exciting one. My preference for Unity, primarily because of its compatibility with C#, brought me to Scott Tykoshi’s "Mastering Game Design with Unity 2021," and what an enlightening journey it has been! Bridging the Knowledge Gap: The book acts as a bridge between my extensive experience in software engineering and the nuances of game development. Scott has a talent for making complex concepts accessible, and the depth of knowledge shared in this book is invaluable for anyone willing to expand their horizons within the game development ecosystem. Comprehensive and Well-Structured: This book isn’t just a guide; it’s a comprehensive repository of information. It meticulously covers a myriad of topics such as immersive workflows, visual scripting, physics engine, GameObjects, player progression, and publishing. The structured approach helps in assimilating each concept thoroughly before moving on to the next, allowing for a gradual and solid build-up of knowledge. Enlightening Insights into Unity: Being a C# aficionado, Unity was my platform of choice, and this book has only deepened my appreciation for it. It's enlightening to see the seamless integration and the versatility that Unity offers, especially through Scott’s detailed and clear explanations. The practical insights and the in-depth exploration of Unity’s capabilities have empowered me to leverage the platform to its fullest potential. Practical Approach to Learning: Scott Tykoshi’s method of blending theory with practical examples is a boon for learners. The real-world applications and practical exercises resonate well with my learning style, providing a hands-on experience that is crucial for mastering game design. The examples are well-thought-out, relevant, and inject a dose of reality into the theoretical aspects, making the learning process engaging and effective. From Novice to Master: "Mastering Game Design with Unity 2021" lives up to its name, taking the reader on a journey from the basics to the advanced intricacies of game design. Whether it’s understanding the nuances of player progression or getting to grips with visual scripting, the book lays out a clear path for achieving mastery in game design. Conclusion: For seasoned software engineers like myself, making the transition into game development can seem daunting, but "Mastering Game Design with Unity 2021" by Scott Tykoshi has been a beacon of knowledge, guiding me through uncharted territories with ease and clarity. It’s more than just a book; it’s a mentor, a guide, and a companion in the thrilling journey of game development. If Unity and game design are on your radar, consider this book your roadmap to mastery. Whether you’re just dipping your toes in or ready to dive deep, Scott’s insights will illuminate your path and elevate your game design skills to new heights.
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Reviewed in the United States on September 22, 2023
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Aurélien
Los Angeles, US
★★★★★ 5
Great Book for Project-Based Learning
Format: Paperback
As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Reviewed in the United States on December 19, 2022
B
Bradley Wardell
Charlottesville, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
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Mike Athey
Louisville, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
Format: Paperback
This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023

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