SKU: 62850962637

Works Bell Steering Wheel Hub Boss Kit Adapter #820 Mitsubishi Dion >2000-2006< With Airbag

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Description

Works Bell Steering Wheel Hub Boss Kit Adapter #820 Mitsubishi Dion >2000-2006< With AirbagThis adapter will allow you to mount your 6x70mm or 6x74mm bolt pattern steering wheel to the steering column on your Mitsubishi Dion. Fitment: Mitsubishi Dion CR (2000 1 2006 3) With Airbag Installation notes: For use with vehicles where the factory steering wheel is secured to the steering shaft using a hexagon socket head cap screw. Part number varies depending on the method of securing the original steering. Please refer to the diagram and check

This adapter will allow you to mount your 6x70mm or 6x74mm bolt pattern steering wheel to the steering column on your Mitsubishi Dion.

Fitment:
  • Mitsubishi Dion CR (2000/1 - 2006/3) With Airbag
Installation notes:
  1. For use with vehicles where the factory steering wheel is secured to the steering shaft using a hexagon socket head cap screw.
  2. Part number varies depending on the method of securing the original steering. Please refer to the diagram and check the actual vehicle.
  3. Boss kit cover could interfere with the spiral cable (clock spring). Please either bend the boss cover to fit or cut the boss cover before installation.

This boss kit is dual drilled to be compatible with various steering wheels featuring either a 6x70mm PCD (such as MOMO, Sport Line, OMP, Sparco, etc.) or 6x74mm PCD (such as Luisi, Nardi, Personal, Raid, etc.).

Works Bell boss kits were designed utilizing the latest data for many late model and early model vehicle applications. All Works Bell boss kits are made with precision by highly skilled staff and engineers at Works Bell's factory in Japan. Fitment data, strength, and safety were all taken into account to produce a hub adapter that would be comparable to the OEM design. Everything from replicating OEM quality fasteners to ensure a secure fit, to designing the hubs to withstand impact in the event of an accident.

Works Bell hub adapters are created with the drivers' safety in mind. These hub adapters are produced using a cast or billet aluminum manufacturing method based on the OEM hub design. Boss kits are produced in conjunction with the strict quality assurance practices of ASEA (Autosports & Special Equipment Association) under NAPAC (Nippon Auto Parts Aftermarket Committee). These kits are designed to be extremely durable for sports/competition applications and to break away under severe impact, reducing potential harm to the driver.

Made in Japan.

Warning

Incorrect installation may occur, especially on tapered tooth-type designs. If the item is not perfectly lined up or slippage occurs, the excess stress may cause it to crack under torque load. Please make sure to remove all grease from the steering shaft and set the boss kit to its most flush mounting position before applying torque. Please observe the tightening torque of 30 N-m (3 kg/m).

Before performing the installation, be sure to carefully check the shape of the back of the genuine steering wheel and the shape of the boss to be installed. Forcing the installation of incompatible parts may result in vehicle damage or serious accidents.

Since these are important safety components, if you choose to install them yourself, please do so at your own risk, ensuring the safety of the installation process as mentioned above. We strongly recommend having the installation done at a dealership, maintenance shop, or specialized workshop.

Shipping Notes
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Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 62850962637

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Tinkerer
Phoenix, 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
San Leandro, 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
Boise, 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
Chelsea, 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.
Dallas, 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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