Spiegler Brake Lines:1 Clutch for Kawasaki ZXR 750 1989 Original
SKU: 38021610372

Spiegler Brake Lines:1 Clutch for Kawasaki ZXR 750 1989 Original

Sale price$69.08 Regular price$76.75
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Description

Spiegler Brake Lines:1 Clutch for Kawasaki ZXR 750 1989 OriginalSpiegler Brake Lines: 1 Clutch for Kawasaki ZXR 750 1989 Original **Check Fitment Table for models & years Note Regarding Shipping: Brake lines cannot be shipped FedExand will arrive separately from other items ordered! Spiegler Stainless Steel Braided Brake Lines, Quality You Can Count On Manufactured in accordance with the requirements of Federal Motor Vehicle Safety Standard No. 106 for Street Use. All Spiegler brake lines are made to orderat

Spiegler Brake Lines:1 Clutch for Kawasaki ZXR 750 1989 Original

  **Check Fitment Table for models & years

Note Regarding Shipping: 
Brake lines cannot be shipped FedExand will arrive separately from other items ordered!

Spiegler Stainless Steel Braided Brake Lines, Quality You Can Count On
Manufactured in accordance with the requirements of Federal Motor Vehicle Safety Standard No. 106 for Street Use.

All Spiegler brake lines are made to orderat Spiegler's Dayton, Ohio facility in the USA. No kits are stocked at Spiegler or Brakecrafters - every kit is made after order is received for your motorcycle.

  • Banjo bolts are only included in kits specified as “premium kit” in the product title or if product title specifies that the kit includes banjo bolts. Kits will not include banjo bolts unless explicitly specified. Spiegler Banjo Bolts sold separately
  • Patented fitting torsion system eliminates line twist.
  • Every kit is made as it is ordered, typically same or next day. Our relationship and proximity to Spiegler enables us to ship the order quickly, often the day the line is produced or the next day, meaning your order will ship within 1-3 business days.
  • Lifetime Warranty (Guaranteed for the life of original owner and the original motorcycle)
  • In-house testing of brake lines at Spiegler's factory
  • A generally unrecognized manufacturer's recommendation is that all original rubber hydraulic hoses should be changed every four years to avoid failure. Spiegler brake lines are maintenance-free and will provide reliable service for the life of your motorcycle.
  • We have complete kits for motorcycles as listed and can also order individual lines for custom applications.
  • All of components are either made in the USA or made in Europe from companies who are using certified materials.

Remember whatever speed you choose to ride, braking safely and effectively is the most important.

IMPORTANT SAFETY DISCLAIMER
Brake Parts Fitment Installation: 
Before purchase or installation, it is your responsibility to confirm that your bike model is listed in the product fitment table. Incorrect fitment can cause serious safety risks. If you're unsure or need a hand, we are here to help just reach out and we will gladly assist you in confirming compatibility.

Professional Installation Required: Brake components are critical to safety and must be installed by a certified mechanic. Improper installation can lead to brake failure, injury, or death. By purchasing, you accept full responsibility. While we are always happy to support you with guidance, we cannot be held liable for any issues resulting from incorrect installation or use.

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
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: 38021610372

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Tinkerer
Alexandria, 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
Massapequa, 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
San Leandro, 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
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Joan Rubio
Carnegie, 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.
Whiting, 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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