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To host BeamNG.drive multiplayer in 2026, install the dedicated BeamMP-Server on Windows or Linux, launch it once to create ServerConfig.toml, choose private or public visibility, and then make the configured port reachable. A same-LAN game needs no internet port forwarding. Friends joining over the internet need a reachable IPv4 address, a router rule forwarding the server port over both TCP and UDP, and firewall permissions. A VPS avoids your home router and is described by BeamMP as easier and more secure, but it is a paid service whose resources and BeamMP support must be checked before purchase.

This guide uses the current BeamMP server documentation rather than BeamNG.drive client requirements. BeamMP is the multiplayer server layer; BeamNG.drive remains the game client installed on each player’s computer.

What a BeamNG.drive server actually is

BeamNG.drive does not provide a separate, general-purpose dedicated server in its ordinary game installation. The community multiplayer platform used for this purpose is BeamMP. You run BeamMP-Server continuously on a computer or virtual machine, and players use the BeamMP client alongside BeamNG.drive to connect.

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The server process coordinates the multiplayer session, while each player’s computer still runs the physics-heavy game. That division is why the server can have modest hardware requirements and no graphics processor, even though the game client benefits from a modern gaming PC.

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BeamMP’s official Server Setup (Home) guide supports both Windows and Linux. You can configure a server as:

  • Private: reachable by people who have the address and any access details you give them.
  • Public: advertised in BeamMP’s official server list so players can find it by name.

Public-list registration requires an authentication key. BeamMP recommends configuring a key for private servers as well, but the key is a secret credential: do not paste it into screenshots, public configuration examples, chat rooms, or bug reports.

Choose where to run the server

Decide the hosting location before installing anything. The correct network instructions depend on whether players are in the same house, outside your network, or connecting to a rented machine.

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Option Best fit Internet reachability Advantages Trade-offs
Same-LAN computer Family or friends on the same home network Use the host’s local IP; no public port forwarding Free and quick to test People outside the network cannot connect unless you later configure internet access
Home internet host Small private group when you already own a suitable always-on PC Requires reachable IPv4, router forwarding, and host-firewall rules No separate hosting bill; full control Exposes one service through your home router and leaves you responsible for uptime, updates, and troubleshooting
VPS Internet-accessible private or public server without changing the home router Use the VPS public IPv4 and its firewall controls BeamMP describes this route as easier and more secure than home hosting Recurring cost, operating-system maintenance, and provider-specific limits
Managed BeamMP hosting People who want a control panel and provider-managed operations Provider supplies the network endpoint Less server administration Check documented BeamMP support, player/resource limits, backups, renewal price, and cancellation terms; no specific provider or price is established here

BeamMP’s wording that a home server is free while a VPS is easier and more secure is a vendor-authored characterization, not a measured performance or security benchmark. A home server is reasonable for a trusted group if you understand port forwarding. A VPS or managed service is usually more convenient when the server must stay online independently of your household computer or connection.

If you prefer a managed panel to router rules, Godlike.Host’s BeamNG.drive server hosting comes with its own game panel, SFTP access, free DDoS protection and 24/7 support by live chat or ticket. Check the current plans and confirm they cover BeamMP-Server and UDP before you buy.

When a home server is the right choice

Use a home computer when the group is small, the machine can remain on while people play, and your internet service supplies a reachable IPv4 address. If everyone is on the same local network, begin there: it avoids exposing a router port and lets you verify the BeamMP installation before diagnosing internet routing.

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When home hosting will not work

Some mobile 4G/5G connections do not support inbound port forwarding. Carrier-grade NAT (CGNAT) can also place several customers behind an ISP address that you cannot control. In either case, a router rule may look correct but still be unreachable from the public internet. Ask the ISP for a public IPv4 address or use a VPS instead. BeamMP’s documentation also states that IPv6 support is not implemented, so an IPv6-only connection is not a substitute for reachable IPv4.

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Server hardware and bandwidth requirements

BeamMP’s Server FAQ lists these minimum server figures (accessed in 2026):

Resource BeamMP stated minimum What the number does not tell you
Usable memory 50+ MiB, excluding operating-system overhead It does not specify a player count, map, mod load, or safe headroom
CPU Above 1 GHz; multicore preferred It is not a capacity guarantee for a busy or heavily modded session
GPU None The server does not render the game; player PCs still need a GPU
Disk 10 MiB plus space for mods and plugins Updates, logs, backups, and large custom content need additional room
Upload bandwidth 5–10 Mb/s No scaling formula is supplied for player count or traffic peaks

These are stated minimums, not a promise that every configuration will be smooth. Leave operating-system memory and disk headroom, monitor CPU and upload usage while people play, and treat a large mod collection or higher player count as a reason to test before inviting a public audience.

Do not confuse server requirements with game requirements

The dedicated process needs no GPU. The game client is different. BeamNG GmbH’s System Requirements page, last modified February 25, 2026, lists 16 GB RAM and 6 GB video memory as minimums, 32 GB RAM and at least 8 GB video memory as recommended, a Ryzen 7 3700X or Core i7-9700-class recommended CPU, and 60 GB of available storage. Those figures apply to BeamNG.drive on each player’s PC, not to BeamMP-Server. BeamNG notes that the game can use more than 16 GB of RAM and directs readers to Steam for the newest client requirements.

Install BeamMP-Server on Windows

Use a dedicated directory such as C:BeamMP-Server and keep the server files separate from the BeamNG.drive game installation.

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  1. Install the Microsoft Visual C++ Redistributables required by the current BeamMP Windows build, following the prerequisites listed in the official server guide.
  2. Download the current Windows server build from BeamMP’s official download link in that guide. Do not rely on a binary copied from an old third-party tutorial.
  3. Create the dedicated server folder and place the downloaded executable in it.
  4. Launch the executable once. The first run creates the configuration files beside the program, including ServerConfig.toml. Stop the process after confirming that generation completed.
  5. Open ServerConfig.toml in a text editor and set the server name, visibility, authentication details, port, and other options you want. Save the file beside the executable.
  6. Launch the server again and watch its console for startup errors. Keep the console window available during the first connection test so you can see whether a client reaches the process.

Windows Defender Firewall may prompt when the process first listens. Allow the BeamMP server application on the networks you actually use, with both incoming and outgoing traffic permitted. If no prompt appears, create an explicit rule for the configured port and application rather than disabling the firewall entirely.

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Install BeamMP-Server on Linux

BeamMP publishes Linux builds for relevant distributions. Select the build that matches the distribution and architecture of the machine you will run.

  1. Make a directory owned by a dedicated service account, not by the web server, your personal login, or the root account.
  2. Download the current Linux server build from the official BeamMP guide.
  3. Mark the downloaded file executable. In a shell, the operation is equivalent to chmod +x <downloaded-server-binary>; use the filename supplied with the current build rather than assuming an old binary name.
  4. Run the binary once from its server directory so it generates ServerConfig.toml and the initial files.
  5. Edit the generated configuration, then run the server under the unprivileged service user. Do not operate it with sudo or as root.
  6. For an always-on VPS, create a service-manager unit appropriate to your distribution so the process can restart after a reboot. Restrict the unit’s permissions to the server directory and the network access it needs.

Configure the operating system firewall to allow the same TCP and UDP port you set in ServerConfig.toml. A VPS may also have a provider-level firewall or security-group screen; permit the port there as well. The exact labels differ by provider, so verify both layers instead of assuming that opening the host firewall is sufficient.

Configure ServerConfig.toml

The first launch is important because it creates the file the server actually reads. Edit the copy next to the running binary, not a similarly named file in another folder.

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Private server settings

Choose private visibility when only invited people should join. Give trusted friends the server’s address and port through a private channel. They may also need any password or access setting you have enabled. A private listing is not a security boundary by itself: anyone who obtains the endpoint and valid access information may attempt to connect.

Public server settings

A public server appears in BeamMP’s official list by its configured name. Public-list access requires an authentication key. Generate or obtain the key through the current BeamMP process described in the official guide, place it in the configuration, and treat it like a password. Do not publish it with a configuration file or commit it to a public code repository.

Port and identity

The FAQ identifies 30814 as the usual server port and specifies both TCP and UDP. Your file can use a different value, so the number in ServerConfig.toml is authoritative. Use a clear server name and keep a private record of the chosen port, public address, and authentication key location.

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Open network access safely

Networking has three separate layers: the BeamMP process must listen, the host firewall must permit it, and the path from the player to the host must deliver traffic.

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Same computer or same home network

  1. Start BeamMP-Server.
  2. On the same computer as the game, use BeamMP direct connect with 127.0.0.1 and the configured port. BeamMP’s FAQ specifically documents this loopback address for a local server.
  3. From another device on the same LAN, connect to the server computer’s private address, such as the address shown by your operating system’s network settings, plus the configured port.
  4. If the local test fails, check the host firewall and confirm that the server is listening on the expected port before touching the router.

A LAN-only session does not need a public router rule. Avoid adding one until you actually need outside players.

Home host for friends on the internet

  1. Give the host computer a stable private LAN address, preferably with a DHCP reservation in the router.
  2. In the router’s port-forwarding page, create a rule targeting that private address.
  3. Forward the port shown in ServerConfig.toml for both TCP and UDP. The common default is 30814, but do not overwrite a custom value with the default.
  4. In the host operating system’s firewall, allow the BeamMP application or that port for incoming and outgoing traffic.
  5. Restart the server, then test from outside the home network. A test made from the same LAN may not work on routers that lack NAT loopback, even when the public rule is correct.
  6. Give friends the public IPv4 address and port privately. Share the address only with people you trust, and do not post it with your authentication key.

Never solve a connection problem by turning off the firewall. Narrow, documented application or port rules are easier to audit and undo.

VPS host

A VPS does not use your home router. Start the server on the VPS, allow its configured TCP and UDP port in the operating-system firewall and any provider security group, and give players the VPS public IPv4 address plus port. Confirm that the provider permits inbound UDP as well as TCP; a control panel that exposes only one protocol is not sufficient for the BeamMP rule.

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How players join

Direct connection to a private server

Players open BeamMP’s direct-connect function and enter the host address and the port from ServerConfig.toml. Use 127.0.0.1 only when the game and server run on the same machine. Players elsewhere in the house use the server computer’s LAN address. Internet players use the home host’s public IPv4 or the VPS public IPv4.

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Finding a public server

When the server has a valid authentication key and is configured for public visibility, players can search the BeamMP server list by the server name. If it does not appear, first confirm that the process is running and that its configured port is reachable; listing and gameplay connectivity depend on the server being able to communicate successfully.

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Troubleshoot connection failures in order

Symptom Checks Likely correction
Server window closes or reports startup errors Run it from its own directory; inspect the console; confirm the current runtime prerequisites and file permissions Install the required Windows redistributables, use the matching Linux build, or correct ownership and execute permission
Host cannot connect locally Confirm the process is running, the port in the config is correct, and the firewall allows the application Use 127.0.0.1 and the configured port on the same machine; correct the local firewall rule
Another device on the LAN cannot connect Check the server computer’s private IP and host firewall; verify both devices are on the same network Use the private IP, not the public address, and allow the server port on the correct network profile
Friends outside the home cannot connect Verify the router forwards the configured port on both TCP and UDP to the right private IP; verify host firewall rules Correct the destination address or protocol rules and test from a genuinely external network
Port forwarding appears correct but is still unreachable Check whether the ISP uses CGNAT, whether the connection is mobile 4G/5G, and whether the host has a reachable IPv4 Request a public IPv4 service or move the server to a VPS; IPv6 alone is not supported by BeamMP
Public server is absent from the list Check public visibility, authentication key, server logs, and outbound firewall access Correct the key or configuration and permit required outbound traffic without exposing the key
Some clients connect while others fail Compare the address and port they use, check whether they are on a restricted network, and verify the server remains reachable Give internet players the public IPv4, keep LAN players on the private IP, and use a VPS if a network blocks inbound traffic

BeamMP’s FAQ is the authoritative checklist for a current installation. When a release changes its configuration names or startup behavior, follow the current official guide rather than a tutorial written for an older server build.

Security and ongoing maintenance

  • Protect the authentication key: store it with restrictive file permissions and rotate it if it is exposed.
  • Keep the server isolated: use a separate directory and, on Linux, an unprivileged service account.
  • Limit exposure: forward only the configured BeamMP port; do not place the whole computer in a router DMZ.
  • Patch deliberately: replace the server with a current official build, read its release notes, and retain a backup of the configuration before upgrading.
  • Back up configuration and content: preserve ServerConfig.toml, plugins, mods, and any custom permissions in a private location.
  • Watch resource use: check memory, CPU, disk growth, and upload saturation while a real session is active. The published minimums do not predict capacity for your particular map or mod set.
  • Separate public and private use: do not reuse a public server’s credentials in a private test or publish private addresses unnecessarily.

Cost and capacity decisions

Running a server on an existing home computer has no separate hosting charge, although it consumes electricity and your household upload capacity. A VPS adds a recurring bill, and a managed service adds its provider’s administration fee. The official pages reviewed here do not establish a current price, service-level guarantee, player limit, or performance result for any named provider.

Before renting an external server, ask the provider:

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  • Does the plan explicitly support BeamMP-Server, including UDP?
  • Is a public IPv4 included, and can you control inbound TCP and UDP rules?
  • What CPU, memory, storage, and upload limits apply, and are they dedicated or shared?
  • Are backups, automatic updates, logs, and support included?
  • What are the renewal price, cancellation terms, and data-export process?

Do not infer player capacity from the 50+ MiB memory figure or the 5–10 Mb/s upload figure. BeamMP publishes them as minimums and does not provide a workload calculation. A server that works for a few friends can require different headroom when you add synchronized mods, a larger map, more players, or public availability.

A practical first-session checklist

  1. Choose LAN, home-internet, VPS, or managed hosting based on who must connect and how much administration you want.
  2. Install the current Windows or Linux BeamMP-Server build in a dedicated directory.
  3. Run it once to generate ServerConfig.toml.
  4. Set a recognizable name, private or public visibility, a protected authentication key, and the port you intend to use.
  5. Start with a local test using 127.0.0.1 when the game and server share a computer.
  6. For LAN play, use the server computer’s private IP and skip public forwarding.
  7. For internet play from home, forward the configured port over TCP and UDP to the server computer and permit the application through the host firewall.
  8. For a VPS, open the same protocols in both the operating-system and provider firewalls.
  9. Test from outside the host network, then share only the necessary address and port with trusted players.
  10. If the test fails, verify process, configuration, firewall, forwarding, reachable IPv4, and CGNAT in that order.

Bottom line

The least complicated path is a LAN test followed by a private BeamMP server. Home internet hosting is free when your ISP supplies reachable IPv4 and you can forward both TCP and UDP safely. If CGNAT, mobile networking, uptime, or router exposure is a problem, use a VPS or a managed BeamMP-compatible service and verify its resources and network support before paying. In every case, keep the BeamMP server’s modest minimums separate from the much higher hardware requirements of the BeamNG.drive game client.

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