SKU: 34367200396

Rear | EBC YellowStuff Pads Set

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Description

Rear | EBC YellowStuff Pads SetGive your car championship stopping power with EBC Yellow Stuff Brake Pads EBC's highest gripping pads formulated for All Track Use as well as performance street use Whisper quiet operation the beveled edges and center line slot of your EBC Yellow Stuff Brake Pads defend against squeals Treated with EBCs unique Break In surface coating for rapid bedding and strong braking power fresh from the box The pads and the pad plates are powder coated for a



    • Give your car championship stopping power with EBC Yellow Stuff Brake Pads
    • EBC's highest gripping pads - formulated for All Track Use as well as performance street use
    • Whisper-quiet operation - the beveled edges and center-line slot of your EBC Yellow Stuff Brake Pads defend against squeals
    • Treated with EBCs unique Break-In surface coating for rapid bedding and strong braking power fresh from the box
    • The pads and the pad plates are powder coated for a lifetime of rust-free service
    • EBC Yellow Stuff Brake Pads center-line slot vents heat and gas to prevent thermal cracks and fade
    • EBC backs your Yellow Stuff Brake Pads with a 12-month/10,000 mile warranty

    Now the official brake pad of the Subaru Challenge, Yellow Stuff Brake pads are capable of high temperature use with very good wear life - perfect for all track use. This new formulation sets a new trend in race type brake pad compounds. The bite from cold is superb which is uncommon with race materials (normally requiring warm-up) and makes this a pad which can be safely used on the highway as well as on the race track. This new formulation was used by numerous championship race and rally drivers since 2004 and is truly a milestone in brake pad material development.

    Your EBC Yellow Stuff Brake Pads are backed with a 12-Month/10,000-Mile Warranty.



    Applications:
    BMW Z4 3.0 (E89) 2009 and up
    BMW Z4 3.0 Turbo (E89) 2009 and up
    BMW Z4 3.0 Twin Turbo (E89) 2009 and up

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SKU: 34367200396

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Marcin Antkiewicz
Omaha, US
★★★★★ 5
Under appreciated
Format: Hardcover
I have the first edition, and the 3rd (2020), and the 3rd. This book is a decent introduction to InfoSec, although it takes a few years and some experience to be able to truly appreciate it. I've probably ready it all, in prices, across 15 years and all revisions. It's a reference, it's a guide, that book is my best friend. I think this book is a good guide for entry level folks who are looking for a comprehensive introduction to the field of computer security, and also to senior staff. Be it managers, directors, eng managers, internal audit and privacy professionals looking for a comprehensive introduction to Security relevant regardless of the particular technology they work with or industry they are in.
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Reviewed in the United States on January 3, 2021
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David
Massapequa, US
★★★★★ 5
Highly Readable and Authoritative
Format: eTextbook
I had the pleasure of being introduced to this book by a professor in graduate school. Anderson's book is very readable for those who are getting started with security engineering. I found that going at a pace of a chapter each week or so was good for me to really digest the content. I'm about half-way through! I also recommend ching out the website for the book. It has PDF samples as well.
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Reviewed in the United States on January 6, 2022
M
mohammed
Alexandria, US
★★★★★ 5
We need more people like Ross!
Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
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Znapp
Lexington, 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
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Christopher West
Birmingham, 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

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