SKU: 88255441285

Harley Davidson 4" Extended Stretched Saddlebags 6.5" Speaker Lids - No Cut Outs

Sale price$179.55 Regular price$199.50
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Description

Harley Davidson 4" Extended Stretched Saddlebags 6.5" Speaker Lids - No Cut Outs4" Extended Stretched Saddlebags, 6. 5" Lids for the Harley Davidson Heritage, Fatboy, Deluxe, Touring, Road King, Street Glide, Ultra Glide Electra Glide Fiberglass No Cut Outs This is a 100% fiberglass unit made here in the USA. This is not a cheap Chinese imitation unit, these are the thick, heavy duty units made by us and that will survive through the worst of the weathers ( now i would not recommend putting it through a tornado or hurricane) and

4" Extended Stretched Saddlebags, 6.5" Lids for the Harley Davidson Heritage, Fatboy, Deluxe, Touring, Road King, Street Glide, Ultra Glide Electra Glide - Fiberglass - No Cut Outs This is a 100% fiberglass unit made here in the USA. This is not a cheap Chinese imitation unit, these are the thick, heavy duty units made by us and that will survive through the worst of the weathers ( now i would not recommend putting it through a tornado or hurricane) and thousands of miles later on your Harley. Get the good stuff here, made by American Harley riders, we love our Harley's and we know you do too, we know the best and only want the best, so should you. This is a brand new, non painted in gel coat, never mounted no cut outs saddlebags and both lids. You will need to sand, prep, minor filler, mockup, primer & paint before installing as these are unfinished. All items pictured are included in this listing. These do not include hardware. Stock Harley hardware will fit. Don't buy those cheap abs/plastic units that crack with vibration and break with the smallest mishap, you won't be able to fix them if you lay your bike down. These units are made out of hand laid fiberglass, they are thick and durable and forgiving in case of an accident or incident. The listings is for 1 set only and does not include the bike! Get your Harley looking like a million bux with this saddlebag/fender kit! . All Items are made in high quality hand laid fiberglass, these are not mass produced cheap and flimsy units, they are thick and better quality than factory. Fits: Touring Bikes FLH/FLT Series Electra-Glide Road King Ultra-Classic Street Glide and others FL: 4-Speed Dresser FLH: 4-Speed Electra Glide FLHX: Street Glide FLHRS: Road King Custom FLHPI: Road King police model FLHR: Road King FLHRCI: Road King Classic FLHS: Electra Glide Sport FLHT: Electra Glide Standard FLHTC: Electra Glide Classic FLHTK: Limited FLHTCSE: Screamin Eagle Electra Glide FLHTPI: Electra glide police model FLHTCUI: Ultra Classic Electra Glide FLHTCUSE: Screamin Eagle Ultra Classic FLHXXX: Street Glide Trike FLT: Rubber Mount Dresser FLTC: Rubber Mount Dresser Classic FLTCU: Rubber Mount Dresser Classic Ultra FLHTCUTG: Tri Glide FLTR: Road Glide FLTRI: Road Glide EFI FLTRX: Road Glide Custom FLTRSEI: Screamin Eagle Road Glide
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SKU: 88255441285

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4.7 ★★★★★
Based on 15 reviews
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R
Verified Purchase
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
C
Verified Purchase
Christopher West
Whiting, 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
A
Verified Purchase
Aurélien
Bozeman, 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
Grantham, 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
M
Verified Purchase
Mike Athey
Dallas, 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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