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Playing with friends? Godlike.Host runs hosted BeamNG.drive servers from 10 data-center locations, with free DDoS protection.
To join a BeamMP server, install the BeamMP launcher, start BeamNG.drive from that launcher, open More… → Multiplayer, and either select a server and click Connect or use Direct Connect with an IP address and port. Public servers appear in the in-game browser; private, LAN, same-PC, and externally hosted servers usually require the address supplied by the host.
This guide covers installation, account or guest access, direct connection formats, mod downloads, server-list filters, and the network fixes for the most common connection errors.
What you need before joining
A normal public-server session requires three things: BeamNG.drive, the BeamMP launcher, and a working internet connection. BeamMP is the multiplayer client and launcher; it is not a replacement for the BeamNG.drive game installation.
- BeamNG.drive installed: Keep the game updated through the store or launcher where you purchased it.
- BeamMP installed: Download the current installer from beammp.com.
- Network access: A stable connection is more important than raw speed for joining, although a host also needs upload capacity for every connected player.
- Server information for private play: Obtain the server IP address or hostname, port, password if one is required, and any instructions for protected mods.
The published minimum figures below apply to a BeamMP server machine, not to a player’s gaming PC. They come from the BeamMP Docs FAQ and were current on October 15, 2026.
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| Server requirement | Published minimum | What it means |
|---|---|---|
| Usable memory | More than 50 MiB | Memory available to the server process; this does not describe the RAM needed by BeamNG.drive itself. |
| CPU | Above 1 GHz, preferably multicore | A faster or multicore processor gives more headroom as player and vehicle counts increase. |
| GPU | None required | A dedicated graphics card is not required for a headless server process. |
| Storage | 10 MiB plus mods and plugins | Actual space rises with maps, vehicles, scripts, and other content. |
| Upload bandwidth | 5–10 Mb/s | This is the published server-side range; the needed rate varies with player count and content. |
Install the BeamMP launcher
- Open beammp.com and choose Download Now.
- Run the downloaded
BeamMP_Installer.exefile. - Complete the installer prompts. Allow the launcher through your operating system’s security prompts when they appear; blocking it can prevent server-list and direct-connect traffic.
- Use the BeamMP launcher icon to start multiplayer. Do not start BeamNG.drive from its ordinary shortcut when you intend to use BeamMP.
BeamMP is fully compatible with Windows and Linux. macOS support is still being worked on, and the official getting-started documentation warns that bugs are expected there. If you are on macOS, treat launcher or connection failures as possible platform issues rather than assuming that the server is offline.
Start BeamNG.drive through BeamMP
- Open the BeamMP launcher.
- Let it launch BeamNG.drive. Starting the game directly can leave the multiplayer integration unavailable.
- In BeamNG.drive, open the mod manager and verify that
multiplayerbeammpis enabled. - Choose More… → Multiplayer.
- Sign in if the server requires an account. If the server permits guests, choose the guest option instead.
If the Multiplayer entry is missing, return to the launcher, close BeamNG.drive completely, and start the game again from BeamMP. Also check that multiplayerbeammp is enabled rather than disabled by a mod-management change.
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- Open the Multiplayer screen and wait for the server list to populate.
- Review the displayed name, player count, map, and any access indicator.
- Select a server and press Connect. The official guide’s instruction is: “Select any server you like, and press
Connect. Enjoy!” - Remain in the loading screen while the map and vehicles are prepared. A map with several vehicles can take considerably longer than a small, standard-map session.
The official site also provides a browser-based BeamMP server list for discovery before you launch the game. The in-game list is still the place where you initiate the connection.
If the server you expect is missing
First, remove restrictive search filters. Set Map to Any and disable filters that limit region, player count, or other attributes. A server running a custom map will not appear when the map filter is set to a different map. Refresh the list after changing filters.
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Join with Direct Connect
Direct Connect is the correct route when a host gives you an address, when a server is private or hidden, or when the server is on your LAN or the same computer. Open More… → Multiplayer → Direct Connect, enter the address and port, and submit the connection.
| Server location | Address to enter | What the host must provide |
|---|---|---|
| Same PC as BeamNG.drive | 127.0.0.1:port, using the server’s configured port |
The server must already be running on that computer. |
| Another computer on your home network | That computer’s LAN IP and port, for example 192.168.x.x:30814 |
The server must listen on the LAN interface, and local firewall rules must permit the traffic. |
| External host, VPS, or a friend’s connection | The host’s public IP address and configured port | The host must expose the port through its router, firewall, or hosting network. |
Use the exact port supplied by the host. BeamMP’s default server port is commonly 30814, but an administrator can configure another port. Do not append a second port or include spaces in the address field.
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Joining a private server
- Ask the administrator for the public or LAN address, port, password, and any required mod instructions.
- Confirm whether the server is online and whether it accepts guest connections. If guests are disabled, log in with the account the administrator expects.
- Open Direct Connect and enter the address exactly as supplied.
- Accept the connection and wait for the server’s map and vehicle content to load.
A password-protected or unlisted server does not become discoverable simply because it is running. Direct Connect is intentional: the host controls who receives the address and credentials.
What happens while content loads
After authentication, BeamMP synchronizes the current map and server content. A large map or a session containing many vehicles can take longer to load than a standard public server. Avoid repeatedly cancelling and reconnecting during this phase; doing so can restart downloads and make the wait longer.
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Server mods may download automatically. Protected mods are different: they must be obtained from the creator or another authorized source and placed in the launcher’s resources folder as instructed by the server administrator. Do not download an allegedly protected file from an unknown mirror, and do not substitute a similarly named mod; the server may reject the connection or load incompatible content.
Public list versus Direct Connect: choose the right method
| Connection method | Visibility | How you find the server | Typical access | Host networking work |
|---|---|---|---|---|
| Public list | Listed publicly | In-game browser or the browser-based server list | Guest or account login, depending on server settings | The host still needs a reachable server, but you do not type its address. |
| Private Direct Connect | Hidden or restricted | IP/hostname and port from the administrator | Usually password, account, or an allow-list | Port forwarding and firewall configuration are commonly required for internet hosts. |
| Same-PC Direct Connect | Local only | 127.0.0.1 plus the configured port |
Local server rules | No router forwarding; the server process must be running on the same PC. |
| LAN Direct Connect | Home or office network | The host computer’s LAN IP and port | Local server rules | Allow local traffic through the host firewall; router forwarding is not needed within the same LAN. |
The BeamMP documentation specifically says that when the server and game run on the same PC, you must join by Direct Connect. The server will not necessarily appear as a normal internet-list entry.
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1. Check that the server is actually running
Ask the administrator to confirm that the server process is started, listening on the intended port, and not paused during a restart. For a same-PC or LAN server, confirm that you are using the current local address rather than an old public address.
2. Recheck the address and port
Errors 10038, 10060, and 10061 mean that no server answered at the specified IP address and/or port. Copy the address again, verify the port, and remove accidental spaces. A correct IP with the wrong port produces the same practical symptom as an offline server.
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3. Verify port forwarding for an internet server
For a self-hosted server, the BeamMP FAQ says to forward port 30814, or the port you configured, for both TCP and UDP. Forwarding only one protocol can leave the server unreachable even when a port-checking tool appears to show partial access.
- Give the host computer a stable local address, preferably through a router DHCP reservation.
- Create a router port-forwarding rule for the configured BeamMP port.
- Create matching rules for both TCP and UDP.
- Point the rules at the host computer’s LAN IP.
- Restart the server and test from outside the home network.
Do not test an external public address from inside the same network unless your router supports NAT loopback. Use 127.0.0.1 on the host itself or the LAN IP from another home computer.
4. Allow BeamMP through the firewall
The host firewall must allow BeamMP traffic in both directions. Permit the BeamMP server executable and launcher where your firewall distinguishes applications, and allow incoming and outgoing traffic for the configured port. A router rule cannot compensate for a local firewall that silently drops the packet.
5. Disconnect VPNs while testing
The BeamMP FAQ advises avoiding VPNs for self-hosted servers. A VPN can change the route, expose a different address, or block unsolicited inbound traffic. Temporarily disconnect it on the host and client, then test again. Re-enable it only after you understand whether it supports the required inbound port and routing.
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6. Check for CGNAT or mobile-network limits
Carrier-grade NAT (CGNAT) places multiple customers behind the provider’s shared public address. Because you do not control the upstream translation, ordinary router port forwarding may not work. Mobile 4G and 5G connections generally cannot be port-forwarded either. In those cases, ask the provider for a public address, move the server to a network that permits inbound connections, or use an appropriately configured hosted server.
7. Try the platform-specific recovery steps
- Linux native launcher: If it connects only once, restart the launcher after disconnecting, then start a new session.
- Windows: Confirm that the installer and firewall permissions were accepted and that BeamNG.drive was launched from the BeamMP icon.
- macOS: Compatibility is still under development, so launcher and multiplayer bugs are expected. Check for an updated client and reproduce the problem without assuming that Windows instructions map perfectly to macOS.
Host-side checklist before inviting players
- Use the exact BeamMP port configured in the server settings; the usual default is
30814. - Forward that port for both TCP and UDP when the server is reachable from the internet.
- Allow BeamMP through incoming and outgoing firewall rules.
- Keep the server process running for the entire session.
- Do not place the host behind an unsupported VPN route.
- Check whether the ISP uses CGNAT or a mobile connection that prevents inbound forwarding.
- Give players the correct public IP or hostname, port, password, and protected-mod instructions.
- For same-PC play, tell the player to use
127.0.0.1and Direct Connect rather than waiting for the public list.
Player-side checklist
- Start BeamNG.drive from the BeamMP launcher.
- Verify that
multiplayerbeammpis enabled. - Open More… → Multiplayer.
- Sign in, or select guest access when the server permits it.
- For a listed server, clear restrictive filters and set Map to Any.
- For a private or local server, use Direct Connect with the exact IP and port.
- Wait for maps and vehicles to finish loading before reconnecting.
- If the connection fails, match the error code to the address, port, firewall, forwarding, VPN, and CGNAT checks above.
Frequently asked questions
Can I join without a BeamMP account?
Yes, when the server allows guests. Servers can require account login, so guest access is controlled by each server rather than guaranteed globally.
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Why does a server appear in the browser but fail to connect?
The listing can remain visible while the process is restarting, the configured port is blocked, or the host firewall is denying traffic. Confirm the server status and apply the port and firewall checks before assuming the listing is wrong.
Do I need to install every server mod manually?
No. Server mods may download automatically. Protected mods must come from the creator or another authorized source and be placed in the launcher’s resources folder according to the administrator’s instructions.
What address should I use when the server is on my own computer?
Use Direct Connect with 127.0.0.1 and the server’s configured port. This is the documented method for a server hosted on the same PC as the game.
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