BeamMP is the multiplayer mod for BeamNG.drive, the soft-body vehicle simulator. It is not a full copy of the game: BeamMP-Server is a small, standalone relay binary that BeamNG.drive clients connect to so they can crash, race, and build together in the same world. Hosting your own BeamMP server means your group gets a permanent address to connect to, full control over the map, player limit, and server rules, and no dependence on one player’s PC staying online. This guide walks through what you actually need before you start (an auth key, mainly), deploying on LoafHosts, the handful of settings you configure on first boot, connecting your players, and automating restarts and backups. By the end you will have a BeamMP server running and reachable.
What BeamMP Actually Is
It helps to be precise about what gets installed. BeamMP-Server is a lightweight relay: it does not contain BeamNG.drive, does not simulate vehicle physics itself, and does not require a Steam install on the server at all. LoafHosts downloads the official BeamMP-Server binary directly from the BeamMP project’s GitHub releases, matching your server’s CPU architecture automatically. Your players still need to own and install BeamNG.drive themselves through Steam; the server is only the point every client’s game connects through to sync positions, chat, and world state with everyone else.
Note: BeamMP-Server is a standalone binary, not a copy of BeamNG.drive; there is no Steam install step on the server side
Note: Players still need BeamNG.drive installed on their own machine through Steam; only the relay runs on the host
Tip: Because there is no game client to install server-side, a BeamMP server deploys fast and uses comparatively little disk space
Getting an Authentication Key First
Before you deploy, get a free authentication key from the BeamMP Keymaster at keymaster.beammp.com. Sign in there and generate a key under Keys. Every BeamMP server needs one: without it, the server will not start correctly and will not accept connections. There is no default key baked in, and it is the single most common thing people forget on a first setup.
- Go to keymaster.beammp.com and sign in
- Open the Keys section and generate a new server key
- Copy the key somewhere safe, you will paste it into the Authentication Key field during deployment or right after
Warning: Leaving the Authentication Key blank is the most common reason a fresh BeamMP server fails to come online. Get your key from keymaster.beammp.com before you start the server for the first time.
Choosing a Plan
BeamMP-Server is light on resources compared to most dedicated game servers since it only relays vehicle and world data rather than running the simulation itself. LoafHosts runs one configurable Custom server: you slide RAM from 1 to 32 GB and storage from 10 to 500 GB and pick a protection tier. A small friends server with a handful of players runs comfortably on a small build; if you plan to run a larger public server with 20 or more concurrent players and heavier chat and traffic, more RAM and CPU headroom is worth it. Pricing starts at $13.50/mo, and longer billing cycles save up to 25%.
Tip: A small private server for your crew runs fine on a small build
Tip: Size up on RAM and CPU headroom if you are running a busier public server with a higher player cap
Note: Every Custom server uses AMD Ryzen 9 7950X3D CPUs, DDR5 memory, and NVMe storage
Picking a Server Region
Vehicle position syncing is latency-sensitive, especially with several cars close together, so host near the bulk of your players. Custom servers are available in New York, Dallas, Los Angeles, and Frankfurt, covering US East, Central, West, and EU, with Montreal available for Strict protection.
- List where your core players actually live
- For a US East or Canadian crew, choose New York, or Montreal if you want Strict protection
- For a Central US crew, choose Dallas
- For a US West or Pacific crew, choose Los Angeles
- For a European crew, choose Frankfurt
Tip: Pick the region closest to the bulk of your players, even if it is not the one nearest you
Deploying Your Server in LoafHub
LoafHosts runs the LPV5 panel inside LoafHub at hub.loafhosts.com. After checkout your BeamMP server deploys quickly with no setup fees.
- Configure your Custom server, pick your region, and complete checkout at loafhosts.com
- Open LoafHub at hub.loafhosts.com and log in
- Select your new BeamMP server to open the LPV5 panel
- On the Startup tab, paste in your Authentication Key from keymaster.beammp.com and set the other startup variables covered below
- Open the Console tab so you can watch the first boot
- Press Start and wait for the console to report the server is ready
The console shows the line [INFO] Vehicle data network online once the server has finished starting; that is the signal it is genuinely ready for connections, not just that the process launched.
Tip: There are no setup fees, so the price you saw at checkout is the price you pay
Tip: Bookmark hub.loafhosts.com for quick access to the panel
Note: The server install itself just downloads the BeamMP-Server binary matching your CPU architecture; it is a small, fast install compared to a full game server
The Startup Settings You Configure
BeamMP has a short list of settings you set once on the Startup tab before going live, and the panel writes them into the server’s config on every boot.
| Setting | What it does | Default |
|---|---|---|
| Server Name | The name shown in the BeamMP server list | BeamMP Server |
| Server Description | Shown to players browsing the server list | BeamMP Default Description |
| Authentication Key | Your key from keymaster.beammp.com; required or the server will not run | empty |
| Max Players | Maximum number of concurrent players | 6 |
| Private | Whether the server is hidden from the public BeamMP server list | false |
| Max Cars | Maximum vehicles a single player can spawn at once | 1 |
| Map | The in-game level path the server loads | /levels/gridmap_v2/info.json |
| Chat Logging | Whether in-game chat is written to the server console/log | true |
| Version | Pin a specific BeamMP-Server release tag, or leave as latest | latest |
The Map value is a literal in-game level path, not a friendly name. BeamMP ships with several stock maps you can paste in directly, including /levels/gridmap_v2/info.json, /levels/east_coast_usa/info.json, /levels/hirochi_raceway/info.json, /levels/italy/info.json, /levels/jungle_rock_island/info.json, /levels/industrial/info.json, /levels/small_island/info.json, /levels/smallgrid/info.json, /levels/utah/info.json, /levels/west_coast_usa/info.json, /levels/driver_training/info.json, /levels/automation_test_track/info.json, and /levels/derby/info.json.
Tip: Turn Private on while you are still testing, then flip it off when you want the server listed publicly
Tip: Leave Version set to
latestunless you have a specific reason to pin an older BeamMP-Server releaseWarning: A mistyped Version tag silently falls back to the latest release rather than throwing an error, so double-check the exact tag (for example
v3.1.0) if you pin one
After changing any startup setting, restart the server so the new values are written into the config and picked up on the next boot.
Ports: Why You Need Both TCP and UDP
BeamMP’s default game port is 30814, and it genuinely needs both TCP and UDP open on that same port, not just one. Your LoafHosts allocation already has the right port assigned and opened for you, so in most cases there is nothing to configure here. If you ever set up a custom firewall rule or a router-side forward on a different setup, remember both protocols matter: opening only TCP typically shows players able to “connect” but never actually sync vehicles with each other, which is a confusing symptom to debug if you do not already know both protocols are required.
Note: The default BeamMP port is 30814; LoafHosts provisions this correctly with both TCP and UDP open by default
Warning: If you ever manage ports yourself outside the panel, opening only one of TCP/UDP is the classic cause of players connecting but never seeing each other move
Connecting Your Players
Once the server shows [INFO] Vehicle data network online in the console, it is ready. If Private is off, it appears in BeamNG.drive’s in-game multiplayer server list under the name you set; players can also connect directly with your server’s IP and port.
- Confirm the console shows the server is online
- Copy the server IP and port from the panel
- In BeamNG.drive, open the Multiplayer tab and either find your server by name in the list, or use Direct Connect with the IP and port
- Share the IP, port, and server name with your community
Note: Every connecting player needs BeamNG.drive itself already installed on their own machine; the server does not provide it
Where Server Files Actually Live
The server’s settings live in a single file, ServerConfig.toml, in the server’s root directory. Mods and shared resources live in a Resources folder that is created automatically the first time the server starts: Resources/Server holds server-side Lua plugins, and Resources/Client holds zipped resources that get sent down to joining players. You can browse and edit both through the panel’s File Manager, or use the dedicated Config Editor described below for the settings file specifically.
Note:
ServerConfig.tomlis regenerated fresh every time the server is reinstalled, so keep a note of any manual edits you care about before running Reinstall
The Config Editor
BeamMP servers on LoafHosts include a BETA Config Editor that presents ServerConfig.toml as a grouped form instead of raw TOML, with two presets for common setups. It covers everything except the port and the authentication key, which stay locked to the Startup tab where the panel manages them. See the companion guide, the BeamMP Config Editor guide, for the full breakdown of every setting, group, and preset.
Tip: Use the Config Editor for day-to-day tuning (tags, description, max cars, logging); use the File Manager if you need to touch a key the editor does not expose, like
ResourceFolderor the[Misc]block
Mods and Resources
BeamMP does not have a Steam Workshop or an in-panel mod browser; there is no package-manager-style mod system for it at all. Adding server-side Lua plugins or client resources is a manual, upload-based process: drop .lua files into Resources/Server/<PluginName>/ through the File Manager to add server-side scripting (the server hot-reloads Lua files placed there on change), and drop .zip files into Resources/Client/ for resources you want served down to connecting players. Refer to the BeamMP wiki for the Lua plugin API if you want to write server-side scripts.
Note: There is no Steam Workshop integration for BeamMP; mods and resources are managed by uploading files directly through the File Manager
No RCON on BeamMP
Unlike many dedicated game servers, BeamMP-Server does not implement RCON or any remote console protocol. Administration happens through the live process console only, which you reach from the panel’s Console tab; the server’s own stop command is a plain exit sent to that console. If you are used to a separate RCON tool or a remote admin client from another game, there is no equivalent to install here; the in-panel Console is the only remote administration surface BeamMP-Server exposes.
Note: BeamMP-Server has no RCON protocol; use the panel’s Console tab for any live administration
Scheduling Automatic Restarts and Backups
The LPV5 panel’s Schedules feature lets you automate routine maintenance instead of doing it by hand.
- Open the Schedules section for your BeamMP server
- Create a schedule and give it a name, like “Nightly restart”
- Set the run time using the minute, hour, day-of-month, month, and day-of-week fields
- Optionally turn on “only when online” so the schedule skips a run while the server is stopped
- Add a task and choose its action, for example a power restart or a backup
- Save the schedule, and use Run Now any time to fire it immediately and confirm it behaves
Auto Restart is also available for BeamMP and works the same way it does for every other game on LoafHosts: it watches the server for known crash signatures and restarts it automatically, with a configurable cooldown, restart delay, and per-hour rate limit, and it can run in Dry run mode first so you can confirm detections before arming it live.
Tip: Take a backup before uploading new Lua plugins or client resources
Tip: Start Auto Restart in Dry run, confirm it behaves, then switch to Live
Note: LoafHosts offers a 3-day money-back guarantee on game servers if the host is not the right fit
Frequently Asked Questions
Do I need to install BeamNG.drive on the server?
No. BeamMP-Server is a standalone relay binary, not the game itself. LoafHosts downloads it directly from the BeamMP project’s GitHub releases with no Steam install step. Each of your players still needs BeamNG.drive installed on their own machine through Steam.
Why won’t my BeamMP server start or accept connections?
The most common cause is a missing Authentication Key. Get a free key from keymaster.beammp.com and set it in the Authentication Key field on the Startup tab before starting the server; without it the server will not run correctly.
Which ports does BeamMP need?
The default game port is 30814, and BeamMP needs both TCP and UDP open on that port, not just one. LoafHosts provisions this correctly by default, so most people never need to touch it.
Does BeamMP support Steam Workshop or mod downloads through the panel?
No. BeamMP has no Steam Workshop or package-manager-style mod system. Server-side Lua plugins and client resources are added by uploading files directly into the Resources/Server and Resources/Client folders through the File Manager.
Can I use RCON to administer my BeamMP server?
No. BeamMP-Server does not implement RCON or any remote console protocol. All administration happens through the panel’s Console tab, which talks to the live server process directly.
How much does BeamMP server hosting cost?
The Custom server starts at $13.50/mo, and you scale the price by sliding RAM and storage. BeamMP is light on resources compared to most dedicated servers, so a small build is enough for a small crew. Longer billing cycles save up to 25%, and there are no setup fees.
Where are LoafHosts BeamMP servers located?
Custom servers are available in New York, Dallas, Los Angeles, and Frankfurt, with Montreal available for Strict protection.
Can I get a refund if BeamMP hosting is not for me?
Yes. LoafHosts offers a 3-day money-back guarantee on game servers, so you can try BeamMP hosting and request a refund within that 72-hour window if it is not the right fit.