SKU: 87199500691

WPL Suzuki Kei Truck Carry D14S 1/10 Brushless 4WD RTR Drift Car WPL-D14S

Sale price$101.70 Regular price$113.00
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Description

WPL Suzuki Kei Truck Carry D14S 1/10 Brushless 4WD RTR Drift Car WPL-D14SThe WPL D14S is a ready to run 1 10 scale 4WD brushless RC drift car officially licensed by Suzuki. Powered by a 2435 4000kV brushless motor with a 30A brushless ESC, it combines responsive performance, realistic styling and versatile handling with both rubber road tyres and dedicated drift tyres included. Features Officially Licensed Suzuki Carry Body: Authentic styling with exclusive D14S body kit Brushless Power System: Factory fitted 2435 4000kV

The WPL D14S is a ready-to-run 1/10 scale 4WD brushless RC drift car officially licensed by Suzuki. Powered by a 2435 4000kV brushless motor with a 30A brushless ESC, it combines responsive performance, realistic styling and versatile handling with both rubber road tyres and dedicated drift tyres included.

Features

  • Officially Licensed Suzuki Carry Body: Authentic styling with exclusive D14S body kit
  • Brushless Power System: Factory-fitted 2435 4000kV brushless motor with integrated 30A brushless ESC
  • 4WD Drivetrain: Permanent four-wheel drive delivers improved traction and control
  • RTR Package: Fully assembled with transmitter, battery and USB charger included
  • Dual Wheel Sets: Supplied with rubber tyres installed plus dedicated drift wheels and tyres
  • Metal Drive Shafts: Front and rear metal drive shafts improve drivetrain durability
  • Revised Suspension Geometry: Updated lower arms, steering knuckles and engine cover provide increased ground clearance and improved Ackermann steering
  • Front Independent Suspension: Fully adjustable camber, caster, toe and ride height
  • Rear Solid Axle: Leaf spring suspension with oil-filled rear shocks for improved stability
  • Differential Setup: Front open differential with locked rear differential for predictable handling
  • Integrated Lighting Functions: New D-series receiver supports factory light functions
  • Custom Styling: Includes drift-inspired decals designed by Farazudden and Suzuki accessories

Specifications

  • Brand: WPL
  • Model: D14S Suzuki Carry
  • Part Number: WPL-D14S
  • Scale: 1/10
  • Vehicle Type: Ready-to-run brushless drift car
  • Drive System: 4WD
  • Motor: Brushless 2435 4000kV
  • ESC: Integrated 30A brushless ESC
  • Battery: 2S 800mAh 15C LiPo (included)
  • Battery Compatibility: 2S LiPo only
  • Radio System: 2.4GHz proportional
  • Wheelbase: Approximately 190mm
  • Track Width: 135mm
  • Wheel Diameter: 31mm
  • Tyre Diameter: Approximately 54mm
  • Wheel Hex: 5mm
  • Front Suspension: Independent, adjustable camber, caster, toe and ride height
  • Rear Suspension: Leaf spring with oil-filled shocks
  • Front Differential: Open
  • Rear Differential: Locked
  • Colour: Milky White

Includes

  • 1 x WPL D14S Suzuki Carry RTR
  • 1 x 2.4GHz Transmitter
  • 1 x Body Kit
  • 1 x Set of Drift Wheels and Tyres
  • 1 x Drift Decal and Sticker Set
  • 1 x 2S 800mAh 15C LiPo Battery
  • 1 x USB Charger
  • 1 x Suzuki Emblem and Accessory Pack
  • 1 x Instruction Manual

FAQ

Is the WPL D14S ready to drive? Yes. The D14S is supplied fully assembled with a transmitter, LiPo battery and USB charger. Only transmitter batteries are required if not pre-installed.

Can the D14S be used for both normal driving and drifting? Yes. The vehicle comes fitted with rubber tyres for everyday driving and also includes a dedicated set of drift wheels and tyres.

What battery does the D14S use? The WPL D14S is designed for 2S LiPo batteries only and includes a 2S 800mAh 15C LiPo battery.

Important Notes

  • Officially licensed Suzuki Carry model.
  • Designed for use with 2S LiPo batteries only.
  • Decals and accessories require installation by the owner.
  • Colour supplied is Milky White.
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]
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SKU: 87199500691

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Tinkerer
Birmingham, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
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robert thompson
Lake Worth, 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
Birmingham, 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
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Joan Rubio
Charlottesville, 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.
Port Orchard, 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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