How to install rFactor 2 mods step by step

Last update: 17/12/2025
Author Isaac
  • Using the rFactor 2 Mod Manager is the most reliable method for installing and updating mods and components.
  • The downloaded files (.rfmod and .rfcmp) must always be copied to the correct Packages folder.
  • Understanding the difference between mods and components is key to avoiding dependency errors when uninstalling.
  • Keeping rFactor 2 and mods updated reduces compatibility issues and crashes when loading content.

Guide to installing mods in rFactor 2

If you've started downloading mods from rFactor 2 If you've downloaded mods from RaceDepartment or other websites and the tracks or liveries aren't showing up in the game, don't worry, you're not alone. It's very common for the files to appear correctly installed in the mod manager, but then nothing appears in the simulator, or tracks, cars, or skins are missing.

In this guide we will review in a Detailed and step-by-step instructions on how to install rFactor 2 modsYou'll learn how to install mods using either the classic Mod Manager (the most reliable method) or directly from the game's interface. You'll also discover exactly what a mod is, what its components are, how the files are organized, the game's requirements, and how to troubleshoot common errors when installing extra content.

What exactly is a mod in rFactor 2

In rFactor 2, not everything that downloads It's a "mod" in the classic sense; the simulator itself differentiates between MODS and COMPONENTSAnd understanding that difference saves you a lot of headaches when something doesn't appear in the game.

On the one hand, a MOD in rFactor 2 It's a relatively lightweight file whose main purpose is to "unite" various components: cars, tracks, showrooms, sound packages, etc. It's like a package that groups loose content to assemble, for example, a complete championship with its vehicles and circuits.

On the other hand, a COMPONENT It's each independent part of that mod: a specific car, a track, a showroom, a sound pack, or even certain updates from one version to another. When you install a single car, you're actually adding a component to the simulator.

This structure explains why sometimes you can see a mod installed in the manager, but it doesn't appear in the game: if it's missing some necessary component (for example, a specific track that uses that mod), the content will not be displayed correctly or may not even be listed.

Installing content in rFactor 2

Installation paths and important folders in rFactor 2

Before discussing installation methods, it's important to understand where everything goes. By default, rFactor 2 distributes its files between the folder of program and data folder, something that was already defined even in the original instructions of the simulator when it was in beta phase.

Folder SCHEDULE This is where the simulator's core files are stored: executables, binaries, libraries, and so on. If you use Steam And you haven't touched anything, it's usually on a route like this:

SteamLibrary\steamapps\common\rFactor 2

Folder data (Data) is where the game stores replays, captures, player settings, and, very importantly, the directory of PackagesThis is where you should place the downloaded mod files. By default, this data folder has traditionally been located in something similar to:

My Documents/rFactor2/Packages/

However, if you installed rFactor 2 a while ago or moved it, the data folder might be in a different location. The key is to locate where the folder is. Packagesbecause that's where you need to copy the .rfcmp or .rfmod files that you download from the Internet.

When you download a mod from RaceDepartment or another website, it usually comes in a compressed file (.zip, .rar, etc.). What you need to do is Unzip that file and copy the .rfcmp or .rfmod files. within the appropriate Packages folder, the same one that will later be configured by the Mod Manager or the game itself.

Installing mods with the rFactor 2 Mod Manager (recommended method)

The most reliable and "mod-proof" way to install mods in rFactor 2 is to use the Classic Mod Manager, a small application included with the simulator that does not depend on the game's graphical interface and remains stable even if the UI changes.

The mod manager executable is called ModMgr.exe and you will find it in the following path within your Steam installation:

\SteamLibrary\steamapps\common\rFactor 2\Bin64

When you open ModMgr.exe you will see a window with a item listIt has several columns (Name, Type, Installed, etc.) and a series of buttons to install, uninstall, delete, or update. To get it working properly the first time, you need to make a couple of basic adjustments.

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In the top left, it is essential Enable the option to show both MODS and COMPONENTSIf you only have some or all of them selected, you'll be missing information and might not see what you just copied to the Packages folder. You only need to configure this the first time you open the Mod Manager.

In the bottom right corner of the Mod Manager, you'll see the working paths. There you must correctly specify the installation path for rFactor 2 and, most importantly, the folder for... Packages where you are saving the downloaded files. Make sure it points to the exact directory where you copied the .rfcmp/.rfmod files, or the program won't detect them.

Once you have everything properly configured, the Mod Manager will display the complete list of mods and components availableWhen you add new content to the Packages folder, if you already had the manager open, simply press the Refresh button that appears in the upper right corner to rescan the folder and update the status of each item.

Interpreting the Mod Manager listing and its states

In the Mod Manager's main table, you'll see each mod or component with its name, type, version, and a column indicating whether it's available. Installed: YES/NOIf that column shows NO, it means that the file is in the Packages folder but has not yet been installed in the simulator.

When you select a mod from the list, at the bottom of the manager you can see what components are part of that modFor example, a championship pack might include version 2.2 of an Alpine car and several specific tracks. This view is very useful for understanding what a mod depends on and which elements you couldn't uninstall without breaking something.

If you choose a component or mod that is not yet installed, the button install It will be activated. When you click it, the Mod Manager will install that content into the game's structure, and the Installed column will change to YES. From that moment on, the mod should appear in the rFactor 2 interface, provided there are no missing dependencies.

When a mod or component is installed, the available buttons change. You will be able to uninstall so that it stops appearing in the game or even delete This will physically remove the file from the Packages folder, leaving no trace. This second option is useful if you want to clean up old content you no longer use.

Button Refresh Refreshing is key every time you perform an operation. After installing, uninstalling, or deleting something, get into the habit of pressing Refresh so the package manager rechecks the Packages folder and displays the current, updated status of each component. This will prevent you from thinking something is incomplete when it's actually working correctly.

Update, uninstall, and manage component dependencies

The Mod Manager is not only used to install new content; it also allows update mods and components This is especially useful when you download newer versions of a car, track, or championship pack. It's particularly helpful if an author releases numbered revisions (1.0, 1.1, 2.0, etc.).

When you choose an update file compatible with something you already have installed and copy it to the Packages folder, the Mod Manager will display that component in bold with the message Update AvailableAt that point, simply select the item and press the Update button to apply the new version.

Regarding dependencies, it is important to keep in mind that You cannot uninstall a component that is being used by a modIf you try, rFactor 2 will display a warning window. For example, imagine that a specific showroom is part of a championship mod: as long as that mod is installed, the showroom component cannot be removed separately.

If you really want to remove that component, you'll first need to uninstall the mod that uses itOnce the mod is no longer present, the manager will allow you to uninstall or delete the individual component without blocking the operation.

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In everyday life, a good practice is check which mods you have active and what components they share, especially if you start to notice your content list getting too full. Using the Mod Manager effectively can keep the simulator organized and prevent conflicts between older and newer versions.

Installing mods from the game interface (most convenient method)

In addition to the classic manager, rFactor 2 offers a more direct and convenient way to Install mods from the simulator's own interfaceThis method is very practical for simple operations, although it may vary slightly when the game's UI is updated.

With the new interface, many users prefer this method because it allows them to manage content without leaving the simulator environment. Even so, the basic steps remain the same: place the .rfcmp or .rfmod files in the folder Packages corresponding and let the game detect them automatically.

Traditionally, the rFactor 2 launcher (the rFactor Launcher) had a tab for simulate with options like Single Player, Online Race, and Developer. The button used to appear in the bottom right corner. Manage Mods or a similar content management section, which opened a window to work with the files in the Packages directory.

Upon accessing that window, the game would read the contents of the packages directory and display the available mods for installation or updates, allowing you to do so directly from there. In more recent versions with the new UI, the visual structure may change, but the logic remains similar: the simulator scans the Packages folder and offers you install, uninstall or update the detected content.

In single-player or multiplayer mode, there are also options related to the series or mod management in multiplayerIn all these variations, the principle is the same: the game checks which packages are in the data folder and lets you activate or update what you need without having to open the external Mod Manager.

Initial installation of rFactor 2, requirements and licenses

Many of the problems with installing mods stem from older or incomplete installations of the simulator itself. It's worth remembering that rFactor 2 started as a product betaThis implied that it was not a finished game and that its initial instructions warned that the user accepted software under development, with its limitations and possible changes.

In terms of performance, some minimum requirements classics of the era: 2.4 GHz CPU (Intel Core 2 or AMD Athlon X2), 2 GB of RAM, a graphics card nVidia 8600 GT or ATI/AMD 3850 with 256 MB video memory, operating system Windows XP/Vista/7, DirectX 9.0c, about 4 GB of available space and an Internet connection.

For a smoother experience, something more powerful was recommended: a 3.0 GHz CPU (Intel Core 2 Duo or AMD Athlon II X2 or higher), at least 4 GB of RAM, nVidia 250 GTS or ATI/AMD 4870 or higher graphics card with 512 MB of VRAM, 64-bit operating system (Windows Vista 64 or Windows 7 64) and more disk space. Although most computers today far exceed these specifications, understanding these basics helps diagnose problems in very old PCs.

Another important requirement was having the package installed. Microsoft Visual C++ 2008 SP1This is included with the original installer, as the rFactor 2 executable runs on 32-bit systems and needs these libraries to boot correctly. On modern systems with Steam, this part is usually resolved automatically, but if you encounter any unusual errors, it's worth checking.

Regarding licenses, at the time rFactor 2 offered two main options: buying the simulator with a annual subscription to online services (12 months, or 18 if acquired in beta phase) and another modality with lifetime online membership for that product. The process was carried out from the Purchase tab of the launcher, creating an account with an email address (lowercase), password and completing a captcha, and then choosing a payment method (Moneybookers, PayPal, etc.).

During registration, an invoice and order number were generated, which should be saved. Although license management is now largely handled by Steam, many older users still have these accounts and original credentialswhich remain relevant for online access and user identification within the simulator ecosystem.

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Getting started with the launcher: game modes and basic settings

After installing the simulator and completing the purchase or activation of the license, the next step is to use the rFactor LauncherFrom there you access the Simulate tab, where the three main usage options are presented: Single Player, Online Race and Developer.

Before entering any of these modes, it is essential to log in using the button LoginEnter the email address and password you used to create your account. This login enables the game options, especially if you want to play online or use connected features.

It's also a good idea, before hitting the dance floor, to go into the option Configure Sim From the bottom right of the launcher. There you can choose the screen resolution (it's best to use your monitor's native resolution) and adjust other graphics and performance options to adapt the game to your computer.

Once everything is set up, you can choose your preferred mode: Single Player to race against the IAOnline Race to compete against other players over the Internet or Developer, which runs a "sandbox" version of the simulator designed for mod developers that need to test changes in real time.

In online mode, you also have the option to act as the host from the launcher itself if you wish. set up a server and manage the races and mods yourself so that other drivers can connect to your session.

Update rFactor 2 and keep mods up to date

One aspect that is often overlooked is the need to have the updated game When you start tinkering with mods, very old versions of the simulator can have problems with recent content, so it's advisable to check for available updates.

In the classic launcher there was a tab UpdateFrom there, you could click on "Check for Updates" to search for new versions of the simulator. If an update was found, you simply downloaded and installed it from that same screen, a process similar to that of the patches and updates in other simulators. Although with Steam this process is largely handled automatically, it's still important to ensure the game is on the latest stable version.

In parallel, it is advisable to keep some control over the versions of the mods and components that you download. Many authors release new revisions of tracks and cars to improve performance, AI, or physics, and if you mix old versions with new ones, you can end up with dependency errors or strange behavior in the game.

Using both rFactor 2's own update system and the Mod Manager's Update function, you can keep your facility fairly clean, without unnecessary duplicates or obsolete mods taking up space in the Packages folder and confusing the simulator.

When you notice something is wrong when loading a track or car, first check if there is a newer version of the content and, if so, Install the update and remove the old version. If it's no longer in use. That small amount of preventative maintenance saves a lot of trouble later on.

With all of the above in mind, installing mods in rFactor 2 ceases to be a headache and becomes a fairly simple process: place the files in the correct folderUse the Mod Manager or the game's interface to install them, respecting component dependencies and keeping both the simulator and the content up to date. By following these steps, your downloaded tracks, cars, and liveries will appear seamlessly in the game, allowing you to take full advantage of the simulator's mod community.

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