SKU: 23354391845

Peruzzo Pure Instinct Rear Fietsendrager 2 E-Bikes Stalen voor Achterklep met Frame- en Wielbevestiging Inklapbaar

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Description

Peruzzo Pure Instinct Rear Fietsendrager 2 E-Bikes Stalen voor Achterklep met Frame- en Wielbevestiging InklapbaarMet de Peruzzo Pure Instinct Rear fietsendrager Stalen voor Achterklep met Frame en Wielbevestiging Inklapbaar vervoer je 2 fietsen veilig op de achterklep. Het model is geschikt voor e bikes, gemaakt van staal en met frame en wielbevestiging, waardoor laden, vastzetten en rijden overzichtelijk blijven. Voor dagelijks gebruik en vakanties is dit een slimme keuze: inklapbaar en draagvermogen 45 60 kg. Geschikt voor 2 fietsen Montage op de achterklep

Met de Peruzzo Pure Instinct Rear fietsendrager Stalen voor Achterklep met Frame- en Wielbevestiging Inklapbaar vervoer je 2 fietsen veilig op de achterklep.

Het model is geschikt voor e-bikes, gemaakt van staal en met frame- en wielbevestiging, waardoor laden, vastzetten en rijden overzichtelijk blijven.

Voor dagelijks gebruik en vakanties is dit een slimme keuze: inklapbaar en draagvermogen 45-60 kg.

  • Geschikt voor 2 fietsen
  • Montage op de achterklep
  • Frame- en wielbevestiging voor stabiel vervoer

Specificaties

Artikelnummer 709
EAN 8015058007095
Merk Peruzzo
Model Pure Instinct Rear 2
Garantie 2 jaar
Materiaal Staal
Gewicht (kg) 10
Lengte (cm) 82
Hoogte (cm) 98
Breedte (CM) 90
Voor aantal fietsen 2
Draagvermogen 45 KG
Geschikt voor E-Bike Ja
Inklapbaar Ja
Geschikte diameter fietsframe (mm) 20-50
Geschikte bandenmaat fiets (inch) 12-29
Maximale breedte fietsbanden (mm) 66
Afstand tussen de wielgoten (mm) 250
Maximale wielbasis (mm) 1200
Framebeschermingssysteem Ja
Montage type Frame en wiel
Gereedschapsloze bevestiging Ja
Slot op frame Nee
Slot op fietsendrager Nee
Kan met slot worden afgesloten Nee
Certificeringen TÜV
Aanbevolen maximale snelheid 130 km/h

Montagehandleiding

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SKU: 23354391845

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T
Thomas J. Shandorf
Alexandria, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
Lowell, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
Z
Verified Purchase
Znapp
Massapequa, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
C
Christopher West
Lexington, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
Charlottesville, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025

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