SKU: 31475869028

2025 Fly Racing Formula S Carbon Legacy Helmet

Sale price$359.98 Regular price$399.98
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Description

2025 Fly Racing Formula S Carbon Legacy HelmetFORMULA S CARBON LEGACY HELMET https: www. flyracing. com formula s Meet the FLY Racing Formula S, the worlds first MX Smart Helmet with integrated impact detection, emergency response, and real time ride analytics. The Formula S is one of the most innovative motocross helmets ever created. This technologically advanced helmet combines intelligent telemetry with the best in helmet performance and safety. Track and analyze every impact your helmet

FORMULA S CARBON LEGACY HELMET

https://www.flyracing.com/formula-s/

Meet the FLY Racing Formula S, the world’s first MX Smart Helmet with integrated impact detection, emergency response, and real time ride analytics. The Formula S is one of the most innovative motocross helmets ever created. This technologically advanced helmet combines intelligent telemetry with the best in helmet performance and safety.

Track and analyze every impact your helmet sustains. In a major crash event, FLY Smart sends vital information such as location, health, and safety data to the rider’s trusted circle and/or emergency responders.

The FLY Racing Formula helmet is one of the most advanced motocross helmets ever created. Tested on the most advanced equipment in the world, the Formula helmet's overall performance is best in class in both high-velocity crashes as well as rotational and low-speed impacts. This technologically advanced helmet redefines helmet performance and safety expectations.

The Formula’s Adaptive Impact System (AIS) is the result of years of collaborated research and design with industry-leading doctors, scientists, and physicists from around the world. AIS is a high-performance ecosystem of structural design and energy-mitigating materials. Each layer from the RHEON-enhanced Energy Cells, to the dual-density EPS liner, and the 12k carbon fiber shell, was carefully fine-tuned to achieve superior head protection from the widest possible range of real-world impacts.

  • ECE / DOT approved
  • ADAPTIVE IMPACT SYSTEM (AIS)
  • 12K carbon fiber shell produces an extremely lightweight shell with superior penetration resistance
  • impact Energy Cells made of RHEON, the Impact Energy Cells maximize absorption of low-speed linear and rotational impacts, reducing forces transmitted to the brain
  • Conehead® EPS Technology provides a softer liner whereby the cones help manage or absorb an impact force more efficiently. Six critical zones have been fine tuned for a progressive response to low-speed and high-speed impacts.
  • Expanded volume EPS means strategic areas of the helmet have more impact absorbing EPS, more suspension between your head and the ground
  • Expanded Polypropylene (EPP) chin bar creates an additional element of impact mitigation, and is used in the chin bar for its superior damage resistance, and energy absorbing properties
  • Clavicle shell relief zone creates a soft zone filled with EPS and EPP to aid in reducing clavicle injuries
  • Custom molded rubber trim with integrated nose guard
  • 1290 grams +/-50g (size MD/LG), 2.8 pounds +/-0.11lb (size MD/LG)
  • Comfort liner and quick release cheek pads are made of washable moisture-wicking, anti-microbial material
  • True Functional Ventilation (TFV)-When in motion, air is forced through multiple air intake vents, then passed through aligned vent channels in the EPS and exits out multiple rear exhaust vents
  • Included premium helmet garage
  • Included extra visor

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SKU: 31475869028

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4.3 ★★★★★
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Tinkerer
Massapequa, 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
Carnegie, 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
Waukegan, 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
San Leandro, 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.
Pawtucket, 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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