DIXCEL BRAKE PAD TYPE Z FRONT 1311436-Z [Compatibility List in Desc.]
SKU: 91509763249

DIXCEL BRAKE PAD TYPE Z FRONT 1311436-Z [Compatibility List in Desc.]

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Description

DIXCEL BRAKE PAD TYPE Z FRONT 1311436-Z [Compatibility List in Desc.]Brand DIXCEL Product Number 1311436 Z Compatible Car #REF! Product Description Model Grade:. 1. 0 TFSI _x000D_ _x000D_ Z type _x000D_ All Round Performance Pad _x000D_ Being an multi use brake pad, the Z type can be for street use to circuit use _x000D_ Consistent braking even when the brakes are cold, something that is a must for street use brake pads. Also helps for a longer discs life. _x000D_ Stable braking power and high fade resistance even at

Brand
DIXCEL
Product Number
1311436-Z
Compatible Car
#REF!
Product Description
Model Grade:. 1.0 TFSI
_x000D_ _x000D_ Z type
_x000D_ All Round Performance Pad
_x000D_ Being an multi-use brake pad, the Z-type can be for street-use to circuit-use
_x000D_ Consistent braking even when the brakes are cold, something that is a must for street-use brake pads. Also helps for a longer discs life.
_x000D_ Stable braking power and high fade resistance even at high brake temperatures of race circuit usage .
_x000D_ Perfect for high performance radial tires
_x000D_ Friction Materials: Graphite metallic
_x000D_ Effective Temperature Range: 0 ~ 850 °C
_x000D_ Max u: 0.67
_x000D_ Ave u: 0.57
_x000D_ Min u: 0.50
_x000D_ Applicable Stages: Street, Circuit, Auto-cross, Off-road
Compatible Vehicles:
AUDI A1 8XCHZ 15/06 ~
AUDI A3 (8L) 8LAGN / 8LAPG 98/1 ~ 03/08
AUDI A3 (8L) 8LAGN / 8LAPG 98/1 ~ 03/08
AUDI A3 (8P) (HATCHBACK) 8PBGU 04/02 ~ 05/06
AUDI A3 (8P) (SPORTBACK) 8PBSE 05/07 ~ 13/09
VOLKSWAGEN BEETLE 9CBFS 04 ~ 12/04
VOLKSWAGEN BEETLE 9CAZJ / 9CAQY / 1YAZJ 99/9 ~ 12 / 04
VOLKSWAGEN BEETLE 16CBZ / 16CBZK 12/04 ~
VOLKSWAGEN BORA 1JAPK / 1JAZJ 99/10 ~ 06
VOLKSWAGEN CROSS POLO 9NBTS 06/09 ~ 10/06
VOLKSWAGEN CROSS POLO 6RCBZW / 6RCJZW 10 / 06 ~
VOLKSWAGEN GOLF iv 1JAEH / 1JAVU 98 ~ 04/05
VOLKSWAGEN GOLF iv 1JAEH / 1JAVU 98 ~ 04/05
VOLKSWAGEN GOLF iv 1JAGN / 1JAPK / 1JAZJ 98 ~ 04/05
VOLKSWAGEN GOLF iv 1JAGN / 1JAPK / 1JAZJ 98 ~ 04/05
VOLKSWAGEN GOLF iv 1JAGH / 1JAVU / 1JBFQ 00 ~
VOLKSWAGEN GOLF iv 1JAPK / 1JAZJ 00 ~
VOLKSWAGEN GOLF vi 1KCBZ 09/04 ~ 13 / 04
VOLKSWAGEN GOLF VARIANT 1KCBZ 10/09 ~ 13/12
VOLKSWAGEN POLO (9N) 9NBBY / 9NBKY / 9NBUD / 9NBTS 02/06 ~ 09/09
VOLKSWAGEN POLO (6R) 6RCBZ / 6RCJZ 10/06 ~
VOLKSWAGEN POLO (6R) 6RCGG 09/10 ~ 10/06
VOLKSWAGEN up! AACHY / AACHYW 12/10 ~
Remarks

AUDI A1 8XCHZ 15/06 ~:
AUDI A3 (8L) 8LAGN / 8LAPG 98/1 ~ 03/08: chassis No → 8L_X_20000
AUDI A3 (8L) 8LAGN / 8LAPG 98/1 ~ 03 / 08: chassis No8L_Y_000001
AUDI A3 (8P) (HATCHBACK) 8PBGU 04/02 ~ 05/06:
AUDI A3 (8P) (SPORTBACK) 8PBSE 05/07 ~ 13/09:
VOLKSWAGEN BEETLE 9CBFS 04 ~ 12/04:
VOLKSWAGEN BEETLE 9CAZJ / 9CAQY / 1YAZJ 99/9 ~ 12/04:
VOLKSWAGEN BEETLE 16CBZ / 16CBZK 12/04 ~: PR No 1ZQ / 1Z
VOLKSWAGEN BORA 1JAPK / 1JAZJ 99/10 ~ 06:
VOLKSWAGEN CROSS POLO 9NBTS 06/09 ~ 10/06:
VOLKSWAGEN CROSS POLO 6RCBZW / 6RCJZW 10/06 ~:
VOLKSWAGEN GOLF iv 1JAEH / 1JAVU 98 ~ 04 / 05: chassis No → 1J_X_80000
VOLKSWAGEN GOLF iv 1JAEH / 1JAVU 98 ~ 04/05: chassis No1J_Y_000001
VOLKSWAGEN GOLF iv 1JAGN / 1JAPK / 1JAZJ 98 ~ 04/05: chassis No → 1J_X_80000
VOLKSWAGEN GOLF iv 1JAGN / 1JAPK / 1JAZJ 98 ~ 04/05: chassis No1J_Y_000001
VOLKSWAGEN GOLF IV 1JAGH / 1JAVU / 1JBFQ 00 ~:
VOLKSWAGEN GOLF IV 1JAPK / 1JAZJ 00 ~:
VOLKSWAGEN GOLF VI 1KCBZ 09/04 ~ 13/04: PR No 1ZF (280mm DISC car
VOLKSWAGEN GOLF VARIANT 1KCBZ 10/09 ~ 13/12: PR No 1ZM (280mm DISC car
VOLKSWAGEN POLO (9N) 9NBBY / 9NBKY / 9NBUD / 9NBTS 02/06 ~ 09/09:
VOLKSWAGEN POLO (6R) 6RCBZ / 6RCJZ 10/06 ~:
VOLKSWAGEN POLO (6R) 6RCGG 09/10 ~ 10/06:!
VOLKSWAGEN up AACHY / AACHYW 12/10 ~:!
VOLKSWAGEN up AACHY / AACHYW 12/10 ~:!
VOLKSWAGEN up AACHY / AACHYW 12/10 ~:
Notes
Images are for illustration purpose only. Actual product may vary.
Shipping Notes
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  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
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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]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 91509763249

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4.0 ★★★★★
Based on 152 reviews
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Tinkerer
West Palm Beach, 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
R
Verified Purchase
robert thompson
Lake Worth, 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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Verified Purchase
Vincent Marias
New York, 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
J
Verified Purchase
Joan Rubio
Pawtucket, 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
P
Verified Purchase
Piotr S.
Battle Creek, 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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