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To host a private BeamNG.drive multiplayer session, install the BeamMP server software, run it once to generate ServerConfig.toml, set Private = true, and configure the server port. Remote friends normally need both TCP and UDP port 30814 forwarded from your router to the host computer, with matching firewall rules. You then join locally through Direct Connect at 127.0.0.1:30814; friends enter your public IP address and the same port.

The only part that differs substantially is where the server runs. A home computer costs nothing but exposes a listening port through your residential connection. A virtual private server (VPS) avoids home-router changes and is described by BeamMP as easier and more secure, although it introduces hosting and maintenance costs.

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What a private BeamNG server does

BeamMP is the multiplayer mod and dedicated server software used for this setup. Its private-server mode keeps the server out of the official public list, so people join by invitation through Direct Connect instead of finding it in a browser. This is useful for a small group that wants a controlled session, a testing environment, or a server that is not open to unknown players.

Private does not mean that the server is automatically reachable from the internet. Privacy controls who can discover the server in BeamMP’s list; network reachability still depends on the server port, router forwarding, firewall permissions, and whether your internet provider allows inbound IPv4 connections.

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Decide where to host

Option Cost characteristic Router exposure Maintenance and availability Best fit
Home PC No server-hosting fee Requires an inbound port-forwarding rule and firewall access The computer and internet connection must remain online; you maintain the software and network Occasional sessions with friends when the host is already at home
VPS Recurring provider charge; the exact amount depends on the chosen plan No changes to your home router are required Designed for continuous operation; you manage the virtual machine and BeamMP installation Groups that want a persistent server or cannot accept home-network exposure

BeamMP’s home-server guidance describes VPS hosting as easier and more secure, while warning that port forwarding carries risk. Home hosting remains practical when you understand that opening a port makes the server service reachable from outside your network and you are willing to keep the host patched and protected.

When home hosting is appropriate

  • You need a free solution for occasional play.
  • The host computer can stay powered on for the session.
  • Your router and internet provider permit inbound IPv4 forwarding.
  • You can create both TCP and UDP firewall permissions for the server.

When a VPS is more suitable

  • You want friends to connect without your home computer being online.
  • Your internet connection uses carrier-grade NAT (CGNAT) or otherwise blocks inbound connections.
  • You prefer not to expose a listening port on the residential router.
  • You need a server that can remain available independently of one player’s gaming PC.

Requirements before installation

Prepare the following before downloading the server:

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  • A BeamNG.drive installation for every player, with BeamMP installed on each game client.
  • A Windows or Linux computer for the dedicated BeamMP server. The Windows procedure requires the Microsoft Visual C++ redistributables specified by BeamMP.
  • Administrator access to the host computer so you can install runtime components, create firewall rules, and run the server.
  • Router access if the server is hosted at home.
  • The host computer’s local IP address, such as an address assigned on your home network.
  • A server authentication key. BeamMP recommends an authentication key for private servers and treats it as sensitive information.

The default BeamMP server port is 30814. If you choose another port in ServerConfig.toml, that new number must be used in the router rule, firewall rules, and every Direct Connect address.

Install the BeamMP server

Windows installation

  1. Download the BeamMP server executable for Windows from the official BeamMP project.
  2. Install the required Visual C++ redistributables before launching the server. Without the runtime components, Windows may report that a required DLL is missing or the executable may fail to start.
  3. Create a dedicated folder for the server, for example a folder reserved only for BeamMP server files. Keeping the executable separate makes configuration and backups easier.
  4. Place BeamMP-Server.exe in that folder.
  5. Run the executable once. The first launch creates the supporting files, including ServerConfig.toml.
  6. Close the server after the first launch so you can edit the generated configuration safely.

Linux installation

BeamMP provides a Linux server executable as well as a Windows build. Download the Linux build, place it in its own server directory, and launch it once so the supporting configuration is generated. The exact command and service-management method depend on the Linux distribution and how you want to keep the process running; the essential requirement is that the BeamMP server process can read its configuration and accept traffic on the configured port.

Configure ServerConfig.toml

Open the generated ServerConfig.toml in a plain-text editor. Set a recognizable server name, confirm the port, add the authentication key, and make the server private. A minimal configuration pattern looks like this:

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ServerName = "My Private BeamMP Server"
Port = 30814
Private = true
AuthKey = "replace-with-your-authentication-key"

The generated file can contain additional settings. Do not delete settings you do not understand; change only the values you intend to configure. The important privacy and networking rules are:

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  • Private = true prevents the server from appearing in BeamMP’s public server list.
  • Port determines the TCP and UDP port on which the server listens. The normal default is 30814.
  • AuthKey should contain the authentication key issued for your server. Treat it like a password: do not post it in screenshots, chat, public repositories, or support forums.
  • ServerName is the name players see after connecting; it does not make the server public when privacy is enabled.

Save the file and keep the server stopped while you finish networking. If the server later reports a configuration or authentication error, close it, correct the TOML value, and start it again.

Forward the server port on a home router

Players outside your home network normally cannot connect until the router sends incoming BeamMP traffic to the computer running the server. BeamMP requires both TCP and UDP for port 30814 unless you changed the port in ServerConfig.toml.

  1. Find the host computer’s current local IP address. Use the address assigned inside your home network, not the public address shown by an internet speed-test page.
  2. Sign in to the router’s administration interface.
  3. Open the section named something like Port Forwarding, Port Mapping, NAT, or Virtual Server. The exact label varies by router.
  4. Create a forwarding rule for the BeamMP host. Set the external port and internal port to the configured BeamMP port, normally 30814.
  5. Choose both TCP and UDP. If the router offers separate protocol entries, create one TCP rule and one UDP rule.
  6. Enter the host computer’s local IP as the destination.
  7. Save or apply the rule, then verify that it remains present after the router refreshes its configuration.

Forwarding the port to the wrong local address is a common failure. If the host receives a new local IP from the router, the rule can silently point at another device. Check the destination address whenever a connection that previously worked stops working.

Allow BeamMP through the firewall

The host computer’s firewall must allow the BeamMP server to receive and send both TCP and UDP traffic on the configured port. Router forwarding alone is not sufficient: the packet can reach the computer and still be discarded locally.

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  1. Open the operating system’s firewall management tool.
  2. Create or approve an application rule for the BeamMP server executable.
  3. Allow incoming TCP traffic on the configured port.
  4. Allow incoming UDP traffic on the configured port.
  5. Allow the corresponding outgoing TCP and UDP traffic.
  6. Apply the rules to the network profile used by the host computer.

Use the same port number in every rule. If you changed Port to a custom value, do not leave a 30814 firewall exception as the only rule. For a short diagnostic test, you can temporarily disable the firewall only if you understand the security impact and immediately re-enable it; permanent operation should use explicit BeamMP rules rather than a disabled firewall.

Start the server and connect locally

  1. Start BeamMP-Server.exe on Windows, or launch the Linux server executable.
  2. Watch the server output for startup errors. A successful start should leave the process running and listening on the configured port.
  3. On the same computer, open BeamMP in BeamNG.drive and choose Direct Connect.
  4. Enter 127.0.0.1 as the address and the configured port, normally 30814.
  5. Connect and verify that the game can enter the server.

127.0.0.1 is the loopback address. It tests the server on the same machine and does not test the router, public address, or internet provider. A successful local connection proves that the executable and basic configuration work; it does not prove that friends on the internet can reach you.

Connect from another device on the home network

If the server runs on one computer and the game runs on another device in the same home network, use the server computer’s local IP address in Direct Connect. Keep the configured port unchanged. This path tests local-network firewall behavior without involving public routing.

If a second device on the same network cannot connect while 127.0.0.1 works on the host, check the host firewall first. A loopback test can succeed even when inbound connections from other local devices are blocked.

Give friends the correct Direct Connect address

Friends outside your home network should open BeamMP’s Direct Connect tab and enter the host’s public IPv4 address together with the configured port. The address format is:

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public-ip-address:30814

Replace the port in that example if you changed Port. Do not send friends 127.0.0.1; that address always means “this device” to the person entering it. Do not send the host’s local address either, because addresses such as 192.168.x.x or 10.x.x.x are normally reachable only inside the home network.

The public address can change when the internet connection reconnects or the provider assigns a new lease. If friends suddenly lose access after the server worked previously, confirm the current public IPv4 address and resend the Direct Connect address.

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Private versus public BeamMP servers

Characteristic Private server Public server
Configuration Private = true Configured to appear in the official server list
Discovery Players need the address and port through Direct Connect Players can find it through the public list
Access control Suitable for people you invite; protect the authentication key Designed for broader discovery and requires additional administration
Network requirement Still requires the same reachable port for remote players Still requires the same reachable port for remote players

Setting the server to private is therefore a visibility choice, not a substitute for authentication or network security. Keep the key confidential and share the Direct Connect address only with the people you intend to invite.

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Understand CGNAT before troubleshooting endlessly

Some internet providers place customers behind carrier-grade NAT (CGNAT) instead of assigning each connection a dedicated public IPv4 address. In that situation, your router may display a port-forwarding menu and accept a rule, yet unsolicited traffic from the internet still cannot reach your home network.

BeamMP’s setup documentation states that this server workflow currently uses IPv4; IPv6 support is planned. If the router’s internet-facing address does not match the public IPv4 address reported by an external service, or if the router shows a private or shared address on its WAN side, CGNAT is a strong possibility.

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When CGNAT prevents inbound hosting, the practical choices are to ask the provider for a dedicated public IPv4 address, use a connection that supplies one, or host the BeamMP server on a VPS. A VPS places the listening service on a routable server and avoids dependence on your home’s inbound NAT rule.

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Troubleshoot a friend who cannot connect

Local loopback fails

  • Confirm the BeamMP server process is still running.
  • Read its console output for a configuration, authentication, or startup error.
  • Check that the Direct Connect port matches Port in ServerConfig.toml.
  • Verify that the required Windows Visual C++ redistributables are installed if the executable will not launch.

Local loopback works, but another device at home fails

  • Use the server computer’s local IP instead of 127.0.0.1.
  • Review inbound firewall rules for both TCP and UDP.
  • Confirm that the second device is on the same home network and that the router is not isolating wireless clients.

Home-network connections work, but internet friends fail

  1. Confirm the router forwards the configured port, normally 30814, to the current local IP of the server computer.
  2. Confirm that both TCP and UDP rules exist.
  3. Check that the host firewall allows incoming and outgoing traffic for both protocols.
  4. Verify that friends are using the current public IPv4 address and the correct port.
  5. Compare the router’s WAN address with the public address. A mismatch can indicate CGNAT or another upstream NAT layer.
  6. If CGNAT is confirmed, contact the provider about a dedicated IPv4 address or move the server to a VPS.

The server is reachable but not visible in the list

That is expected when Private = true. Use Direct Connect and provide the address and port to invited players. Do not change privacy merely to solve a Direct Connect problem; visibility and reachability are separate settings.

Connections stopped after changing the port

Update every location that contains the old number: the router forwarding entries, inbound and outbound firewall rules, the Direct Connect address, and any saved instructions sent to friends. BeamMP requires TCP and UDP on the new value just as it did on 30814.

Security and operating practices

  • Keep the authentication key private. Anyone who obtains sensitive server credentials may be able to misuse the server.
  • Forward only the BeamMP port you actually configured; do not expose unrelated administrative services.
  • Keep the host operating system, BeamNG.drive, BeamMP client, and BeamMP server current according to their maintainers’ releases.
  • Run the server in its own directory and back up ServerConfig.toml without publishing the authentication key.
  • Stop the server when you are finished if the home computer does not need to accept connections continuously.
  • On a VPS, restrict administrative access separately from the BeamMP game port and monitor the machine like any other internet-facing server.

Home PC or VPS: a practical decision

Choose home hosting when zero hosting cost and occasional play matter more than 24/7 availability, and your provider gives you a usable public IPv4 address. Choose a VPS when CGNAT blocks inbound connections, when you do not want to alter the home router, or when the group needs a server that stays online independently of the host’s gaming computer. In both cases, the BeamMP configuration remains the same: select a port, keep Private = true, protect the authentication key, and give players the correct Direct Connect address.

Complete setup checklist

  • BeamMP server executable downloaded for Windows or Linux.
  • Required Windows Visual C++ redistributables installed when applicable.
  • Server executable placed in its own folder and launched once.
  • ServerConfig.toml edited with a server name, port, authentication key, and Private = true.
  • Router forwarding created for both TCP and UDP on the configured port when hosting at home.
  • Firewall rules created for incoming and outgoing TCP and UDP traffic.
  • Local test completed with 127.0.0.1 and the configured port.
  • Home-network test completed with the server computer’s local IP when using a second device.
  • Remote players given the current public IPv4 address and port.
  • CGNAT considered if remote connections fail despite apparently correct forwarding and firewall settings.

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