This thread is especially directed to devs @Marcel Offermans @Christopher Elliott. Leagues typically create skinpacks to be used in the different races of a championship. In our league we have been tipically using incremental updates to do this task. In some particular cases we built a whole new component but that is not relevant here. DESCRIPTION OF THE PROBLEM The problem with McLaren is that it is ALREADY using this incremental update strategy for its own skinpack. This creates problems for users in order to install a second skinpack affecting the same base component. I'll go through later. From league admin point of view it is no big deal to create the update with skinpack. Both 1.22 and 1.23 versions are actually installed so MAS2.exe can create a second update for version 1.22. However other users will not be able to install the second update version because v1.22 does no longer appear in mod manager. Only 1.23. It is not possible either to downgrade from version 1.23 to v1.22. when you uninstall v1.23 (after uninstalling any vmod using it). Modmgr will try to uninstall the full component. I suggested long ago that all installed versions should appear both in mod manager and later in game when selecting the vehicle from all tracks an cars. This would make it easier to handle different versions which is also useful for testing purposes. It would also better represent the real situation since both versions are actually installed and can be used by a race event. Using race events (vmod) are the only effective way to force a determine version of a component to be used. The only way to do this is manually deleting 1.23 folder from installed/vehicles. That way v1.22 and the possibility to update it, is now shown in mod manager. After updating version 1.22 you can start rF2 and v1.23 will be installed again in the initial synchro. This mess is what we have had to do in our league. I am sure it will create confussion in many users the fact to delete folders. There is an alternative way to install a second update which I mentioned earlier in the thread about creating a race event with paid content. It is including the updated component in the vmod by clicking the square to the left of it at the last screen when creating the race event. The created vmod will be able to update 1.22 to the second update to McLaren without the need to uninstall 1.23. However, when trying this method in the case of MCL I have had problems of drivers not appearing when using the vmod. You can check this problem both offline or when trying to host a race event. I think it is relevant here that I advised about this problem which has already been reported by some experienced league admins when trying to use regular McLaren install. I probably should have checked including the main vehicle mas file in the update since it is the method I use. However since the original update 1.23 worked without it, I finally didn't give it a shot. MY CONCLUSIONS AND SUGGESTIONS As I started the thread and it is worth repeating, the point of this thread is to advise about all the potential problems that the approach taken for managing DLC is likely to start causing. If after working with content updates for years I have had huge problems I can only expect many league admins struggling as well. Just imagine creating the race event for a full GT3 grid using the promised 5 car GT3 pack. IMO the best and most logical approach is to treat content as what it is in terms of hierarchy. Every version properly installed (usable by a vmod) should appear independently both in mod manager and in all cars and tracks. According to my experience, this would solve most of the difficulties of dealing with both incremental updates (modify an existing one) and independent updates (new full version). The direct consequences of this proposed approach would be the following. 1. When you place an incremental update in packages folder, it should appear as a new line with its version. The actual system of highlighting the base component to show available update is an uncontrolled disaster. Several updates could be used for the same base component and mod manager decides which to use unless you leave only one in packages. Furthermore, after installing it you cannot install the others using the same procedure. Base component which is usable for race event creation is not visible any more in mod manager. 2. When uninstalling an incremental update only that version would be uninstalled leaving base component installed. Actual system tries to uninstall the full component. This is poorly debugged since when base component is used by a race event, trying to uninstall an update (this one not being used by a race event) will yield to a corrupted component that needs to be fully reinstalled. Uninstalling incremental updates and having base vmods linked to original base components shouldn't be something so strange if we had more online activity where drivers would share their racing time between casual racing and league racing. 3. Single Player mode should show all available versions of installed components when using all cars and tracks to avoid the necessity of creating a vmod specifying a certain version of a component. This fails regrdless the second version of a component is an update or an independent version. Only one of them will appear in all tracks and cars. In mod manager it will show both lines however in the second case. As I said actual system is a mess in terms of anything regarding multi version components. My two cents. Thanks for taking the time to read. I wish I could have simplified it a bit.