Magnum Ms2000l 2000w Inverter 12v W-100a Pfc Charger
SKU: 58491330418

Magnum Ms2000l 2000w Inverter 12v W-100a Pfc Charger

Sale price$1034.55 Regular price$1149.50
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Description

Magnum Ms2000l 2000w Inverter 12v W-100a Pfc ChargerMagnum MS2000 L 2000 Watt, 12vDC Inverter with 100 Amp PFC Charger Model: MS2000 L Pure Sine Wave Power your TVs, computers, and other sensitive electronics without worry. The MS Series provides clean, reliable inverter power with low total harmonic distortion (THD) of less than 5%. Accessible Design The extra large AC access cover with terminal screw block and 360 DC connection terminals with covers make this inverter accessible. Versatile Mounting

Magnum MS2000-L 2000 Watt, 12vDC Inverter with 100 Amp PFC Charger

Model: MS2000-L
  • Pure Sine Wave — Power your TVs, computers, and other sensitive electronics without worry. The MS Series provides clean, reliable inverter power with low total harmonic distortion (THD) of less than 5%.
  • Accessible Design — The extra large AC access cover with terminal screw block and 360° DC connection terminals with covers make this inverter accessible.
  • Versatile Mounting — Mount the MS Inverter/Charger on a shelf, bulkhead, or even upside down.
  • Lightweight — The lightweight aluminum base and cover also provides noise reduction and corrosion resistance.
  • Multiple Ports — The MS Series provides multiple ports, including an RS485 communication port for network expansion, and a remote port.
  • Convenient Switches — The MS Series comes with an on/off inverter-mounted switch with an easy-to-read LED indicator.

The Magnum-Dimensions MS Series Inverter/Charger is a pure sine wave inverter designed specifically for the most demanding mobile, backup, and off-grid applications. The MS Series Inverter/Charger is powerful, easy-to-use, and best of all, cost effective. Power Factor Corrected (PFC) Charger: Our PFC charger is built into all of our inverter/chargers. It uses less energy from a generator than a standard charger — 25-30% less AC current than standard chargers.

Specifications
General
Transfer relay capability 30 ACC max. each inpu
Five stage charging capability Bulk, Absorb, Float, Equalize (requires remote), and Battery Saver™
Battery temperature compensation Standard with available temp sensor connected (battery temp 0-50° C)
Internal cooling 0 to 120 cfm variable speed drive using dual 92mm brushless DC fans
Overcurrent protection Yes, with two overlapping circuits
Overtemperature protection Overtemperature protection
Corrosion protection Yes, PCB’s conformal coated, powder coated chassis/top, and stainless steel fasteners
Inverter
Input battery voltage range 9 - 16.8 VDC
AC output voltage accuracy 120 VAC ± 5%
Output frequency and accuracy 60 Hz ± 0.1 Hz
Total Harmonic Distortion (THD) < 5%
1 msec surge current (amps AC) 50
100 msec surge current (amps AC) 33
5 sec surge power (real watts) 3300
30 sec surge power (real watts) 3100
5 min surge power (real watts) 2800
30 min surge power (real watts) 2200
Maximum continuous input current 267ADC
Inverter efficiency (peak) 90.6%
AC Relay Transfer time (minimum) 16 msecs
Power Consumption - searching <8 watts
Power Consumption - inverting (no load) 25 watts
Output Waveform Pure Sine Wave
Charger
Continuous output at 25° C 100 ADC
Charger efficiency 85%
Power factor > .95
Input current for continuous rated output 15 AAC
Dimensions l x w x h 13.75in x 12.65in x 7in
Shipping Notes
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Exchange/Return Notes
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  • 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: 58491330418

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Tinkerer
Los Angeles, 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
Chelsea, 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
Whiting, 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
Dallas, 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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