BMW Shifter Carrier Arm Bushings - Oval
SKU: 38004373994

BMW Shifter Carrier Arm Bushings - Oval

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Description

BMW Shifter Carrier Arm Bushings - OvalThese 90A urethane bushings fit in the front of the BMW shifter carrier arm and improve shifting precision and feel. These bushings attach the carrier to the transmission. The stock rubber bushings fail easily and often and results in sloppy shifting. These bushings are easily installed when the carrier is out of the car. The 90A urethane is stiff enough to greatly reduce excessive play without adding any additional vibration. Replaces BMW part

These 90A urethane bushings fit in the front of the BMW shifter carrier arm and improve shifting precision and feel. These bushings attach the carrier to the transmission. The stock rubber bushings fail easily and often and results in sloppy shifting. These bushings are easily installed when the carrier is out of the car. The 90A urethane is stiff enough to greatly reduce excessive play without adding any additional vibration.Replaces BMW part #25117507695. BMW carrier bushings are either Round or Oval. These Oval bushings fit on 5 and 6-speed transmission used in:E82 128i/135i/1M CoupeF22 228i/230i/M235i/M240iF87 M2E36 328i/M3E46 328i/330i/M3E9X 325i/328i/330i/335i/M3F30 320i/328i/330i/335i/340iF80 M3F32 428i/430i/435i/440iF82 M4E34 525i M50/530i/540iE39 528i/530i/540i/M5E60 545i/550i/M5F10 535i/550i/M5E63 645ci/650i/M6F06/F13 650i/M6E84 X1 28iZ3 2.5i/2.8/3.0i/MZ3E85 Z4 2.5iE89 Z4 28i/30i/35i

Diagram Reference #31

This part fits the following models:
BMW
1 Series
E82 1 Series (2008-2014)
E82 1M Coupe (2010-2012)
2 Series
F22 2 Series Coupe RWD (2014+)
F22 2 Series Coupe xDrive AWD (2014+)
F87 2 Series M2 (2016+)
3 Series
E36 3 Series (1992-1999)
E36 318Ti (1995-1999)
E46 M3 inc. CSL (1999-2006)
E90/E91/E92/E93 3 Series RWD (2006-2013)
E90/E92/E93 M3 (2007-2013)
F30 3-Series RWD (2012+)
F30 3-Series Xi AWD (2012+)
F80 M3 (2015+)
4 Series
F32 4-Series RWD (2014+)
F32 4-Series Xi AWD (2014+)
F82 M4 (2015+)
F83 M4 (2015+)
5 Series
E39 525i/528i/530i (1997-2003)
E39 520-530 Touring (1997-2003)
E39 540i (1997-2003)
E39 M5 (1997-2003)
E39 540 Touring (1997-2003)
E60/E61 5-Series RWD (2004-2010)
E60 M5 (2006-2010)
F10 528i/535i/550i RWD (2011-2016)
F10 M5 (2013-2016)
6 Series
E63/E64 6 Series (2004-2010)
E63/E64 M6 (2006-2010)
F06/F13 640i/650i RWD (2012-2018)
F06/F13 M6 (2012-2018)
7 Series
E32 7 Series (1988-1994)
E38 7 Series (1995-2001)
X Series
E84 X1 (2008-2015)
Z Series
Z3 (1994-2002)
Z4 E85 & E86 (2003-2008)
E89 Z4 (2009-2016 )
E52 Z8 (1998-2003)

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SKU: 38004373994

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4.2 ★★★★★
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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
Houston, 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
Omaha, 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
Verified Purchase
Joan Rubio
Natrona Heights, 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
P
Verified Purchase
Piotr S.
Grantham, 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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