SKU: 75141982109

COWCOW Match Grade Magwell T01 – Hi-Capa Performance (Silver)

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Description

COWCOW Match Grade Magwell T01 – Hi-Capa Performance (Silver)COWCOW Match Grade Magwell T01 Hi Capa Performance (Silver) 6061 Aluminium CNC gefrst Ultra Lightweight Silber eloxiert Der COWCOW Match Grade Magwell T01 ist eine der beliebtesten Erweiterungen fr die Hi Capa Plattform. Er wurde speziell entwickelt, um die Nachladezeit im Wettkampf (IPSC Speedsoft) zu minimieren, ohne das Gewicht der Pistole unntig zu erhhen. Gefertigt aus einem soliden Block 6061er Aluminium, bietet dieser Magwell eine perfekte

COWCOW Match Grade Magwell T01 – Hi-Capa Performance (Silver)

6061 Aluminium | CNC-gefräst | Ultra-Lightweight | Silber eloxiert

Der COWCOW Match Grade Magwell T01 ist eine der beliebtesten Erweiterungen für die Hi-Capa Plattform. Er wurde speziell entwickelt, um die Nachladezeit im Wettkampf (IPSC / Speedsoft) zu minimieren, ohne das Gewicht der Pistole unnötig zu erhöhen. Gefertigt aus einem soliden Block 6061er Aluminium, bietet dieser Magwell eine perfekte Passform und ein elegantes, silbernes Finish, das jedem Custom-Build eine professionelle Note verleiht.

1. Funktionalität: Speed & Ergonomie

  • Trichter-Effekt: Die großzügige, konische Öffnung führt das Magazin präzise in den Schacht. Dies verzeiht leichte Ungenauigkeiten beim Nachladen unter Zeitdruck und verhindert ein "Verhaken" am Griffstück.
  • Hand-Support: Durch die Formgebung bietet der Magwell dem unteren Teil der Schusshand eine zusätzliche Stütze. Dies führt zu einem kompakteren Griffgefühl und einer besseren Kontrolle über den Rückstoß.
  • Gewichtsoptimiert: Trotz der robusten Bauweise ist der T01 extrem leicht konzipiert, um die Balance der Waffe nicht negativ zu beeinflussen.

2. Qualität & Finish

  • CNC-Präzision: Jedes Detail ist computergesteuert gefräst, was eine nahtlose Verbindung zum originalen TM-Griffstück (oder kompatiblen Aftermarket-Grips) garantiert.
  • Silver Anodized: Die silberne Eloxalschicht ist besonders widerstandsfähig gegen mechanische Einwirkungen und schützt das Aluminium vor Korrosion.
  • Langlebigkeit: Im Gegensatz zu Kunststoff-Magwells hält die Aluminium-Variante auch harten Stößen und dem ständigen Kontakt mit Magazinböden problemlos stand.

3. Kompatibilität

  • Plattform: Optimiert für Tokyo Marui Hi-Capa 5.1 / 4.3 Modelle.
  • Systeme: Passend für WE, AW Custom, KJ Works und andere Hi-Capa Modelle auf TM-Spec Basis.
  • Magazin-Böden: Funktioniert am besten mit Standard-Magazinböden oder flachen Tuning-Basepads. Bei extrem dicken "Bumpern" sollte die Einrastfunktion geprüft werden.

Technische Daten im Überblick:

Spezifikation Details
Material 6061 Aluminium (CNC)
Typ Match Grade T01
Finish Silber eloxiert (Silver)
Lieferumfang Magwell inkl. Fixierungspin/Schraube

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SKU: 75141982109

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4.3 ★★★★★
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Thomas J. Shandorf
Cuba, 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
Belleville, 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
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NS
Los Angeles, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Cuba, 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
Lexington, 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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