# Uploading Cars & Tracks (/docs/assetto-corsa/uploading-content)



import { Step, Steps } from "fumadocs-ui/components/steps";
import { Callout } from "fumadocs-ui/components/callout";

The Race Manager has **Cars** and **Tracks** pages that list everything installed on your server and let you upload new content straight from your browser. This is the easy way to add mods — you don't need to use the panel file manager or edit any config.

> Looking for the manual method or the rules on which files the server needs? See [Installing Mods (Advanced)](/docs/assetto-corsa/install-mods).

Uploading a car or track [#uploading-a-car-or-track]

<Steps>
  <Step>
    Get the mod folder [#get-the-mod-folder]

    Download the car or track from a trusted source — for example [Overtake.gg](https://www.overtake.gg) (formerly RaceDepartment) or [AssettoCorsaMods.net](https://assettocorsamods.net). Unzip it so you have the content folder, for example `my_track/` or `my_car/`.
  </Step>

  <Step>
    Open Cars or Tracks [#open-cars-or-tracks]

    In the sidebar, open **Cars** (for a car) or **Tracks** (for a track). You'll see a grid of what's already installed.
  </Step>

  <Step>
    Upload the folder [#upload-the-folder]

    Use the upload control and select the mod's **folder**. The manager reads the content, adds it to your server, and it appears in the grid — ready to select in a race.
  </Step>

  <Step>
    Restart to apply [#restart-to-apply]

    Assetto Corsa loads content when the server launches, so newly uploaded cars and tracks become usable the next time you start an event. Start (or restart) a race and the new content is selectable in the picker.
  </Step>
</Steps>

<Callout type="warn">
  **Every connecting player must have the same content installed locally.** The server holds the content so it can host the session, but drivers still need the full mod on their own PC to join. Share the same download link with your league.
</Callout>

Managing skins [#managing-skins]

Open a car to manage its **skins** (liveries). You can upload new skins and remove ones you don't want. Uploaded skins become selectable per entrant when you build a [Custom Race](/docs/assetto-corsa/custom-races) or championship entry list — useful for giving each league driver their own livery.

Car setups [#car-setups]

You can upload **fixed setups** for a car so every driver runs the same setup (common in spec series), and download setups to share. Assign a fixed setup to an entrant in the event's entry list.

KS-only filter and batch uploads [#ks-only-filter-and-batch-uploads]

The Cars and Tracks pages let you filter to **Kunos (stock)** content to quickly separate official cars and tracks from mods, and you can upload multiple items in a batch when adding a content pack.

<Callout type="info">
  Want to see the full stock roster before you add mods? Browse every built-in car and track in our free [Car Database](https://xgamingserver.com/tools/assetto-corsa/cars) and [Track Database](https://xgamingserver.com/tools/assetto-corsa/tracks).
</Callout>

Troubleshooting uploads [#troubleshooting-uploads]

* **Content uploaded but not in the picker** — start/restart an event; content loads at launch.
* **Track can't be selected or shows no pit boxes** — the track is missing its `ui_track.json`; re-download a complete version. See [Troubleshooting](/docs/assetto-corsa/troubleshooting).
* **Players can't join a modded session** — they don't have the mod locally; send them the same download.
