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Start with the BeamMP-Server console and the ServerConfig.toml beside the executable. Confirm the server starts without a parse or address-in-use error, then test locally with 127.0.0.1. For outside players, forward the configured port (normally 30814) over both TCP and UDP and allow BeamMP-Server through the host firewall in both directions. Error codes 10038, 10060, and 10061 all indicate that no server answered at the specified IP and/or port, so they require a reachability investigation rather than a game reinstall.
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1. Confirm BeamMP is using the right server configuration
Run BeamMP-Server directly and read the console before changing router settings. On its first run, the server creates ServerConfig.toml in the same directory as the executable. This is the active format. The older Server.cfg format is obsolete and incompatible; editing it will not configure a current server.
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Check the important [General] values
- Port: the TCP/UDP listening port. It must be unique on the computer and between 1024 and 65535. The setup example normally uses
30814. - AuthKey: required when you want the server published in the official server list.
- Private: controls list visibility.
truehides the server from the public list; people can still connect directly when they know the address and port. - IP: verify that it is appropriate for the host interface. An incorrect bind address can prevent the process from listening where you expect.
- Server name: affects how the server is identified in the list, not whether the port is reachable.
If the console reports a configuration parse failure, correct the TOML syntax before testing from another computer. If it reports that the address or port is already in use, stop the other process or choose another unused port, then use that same value in the router rule and in every Direct Connect address. Save a backup of the working configuration before making edits so you can revert a bad change quickly.
2. Prove the server works locally before testing the internet
Game and server on the same computer
- Start BeamMP-Server and leave its console running.
- Open BeamMP Direct Connect.
- Enter
127.0.0.1and the port shown inServerConfig.toml(for example,30814). - Join while the server process is active.
A successful local connection proves that the process is listening and that the basic configuration is usable. It does not prove that friends can reach the machine from the internet. A public-list or public-IP test can fail on a healthy home server when the router does not support NAT loopback (also called hairpin NAT).
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Server on another computer in the same LAN
Use the server computer’s private IPv4 address, such as its 192.168.x.x or 10.x.x.x address, with the configured port. Do not use the router’s public address for this LAN test. If this fails, investigate the host firewall, the server’s bind address, and whether the two machines are actually on the same network before touching port forwarding. A changing private address can also invalidate an existing forwarding rule, so reserve a fixed local address for the server in the router when possible.
3. Configure forwarding and the host firewall
Outside players need the exact port from ServerConfig.toml. Create a router port-forwarding rule to the server computer’s fixed private IPv4 address. BeamMP’s setup guidance requires both transport protocols:
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| Setting | Required value | Why it matters |
|---|---|---|
| Destination | The server computer’s private IPv4 address | Ensures packets reach the machine running BeamMP-Server |
| External port | The configured BeamMP port, normally 30814 |
Matches the address friends use |
| Internal port | The same configured port | Matches the process listener |
| Protocol | TCP and UDP | Both are required; forwarding only one can leave connections failing |
Some router interfaces label separate TCP and UDP entries instead of offering an “Both” option. In that case, create two rules with the same external and internal port. Check that the rule is applied on the internet-facing router if you have multiple routers or a modem in bridge/router mode; forwarding on the wrong device will not expose the server.
Allow BeamMP-Server in both firewall directions
On the host operating system, create or approve an application rule for BeamMP-Server that permits incoming and outgoing traffic over both TCP and UDP. Simply turning off the Windows firewall generally does not solve the problem: another security product, a router rule, or an ISP-level restriction can still block the connection, and disabling protection is an unsafe permanent workaround.
- Confirm the rule applies to the active network profile (private, public, or domain).
- Check that the executable path in the rule is the copy you actually launch.
- Remove or correct duplicate rules that deny the same port.
- Keep BeamMP-Server running while you test from an outside network; a closed process cannot answer a forwarded port.
- After changing a rule, restart the server and retest instead of relying on a stale connection attempt.
4. Understand errors 10038, 10060, and 10061
BeamMP’s error reference gives the same practical meaning for codes 10038, 10060, and 10061: “No Server answered on this specified IP and / or port.” Treat any of these as a reachability branch, not as proof that the game installation is corrupt.
- Verify the public IPv4 address being used by the player. Make sure it is current and belongs to the router that forwards the port.
- Compare the router’s forwarding port with the
Portvalue inServerConfig.toml. - Confirm both TCP and UDP forwarding and both firewall directions.
- Check the BeamMP console for a listening or address-in-use error.
- Ensure another program has not claimed the port.
- Temporarily remove a VPN from the path. The BeamMP FAQ notes that VPN use can cause connection problems.
- Check whether the ISP uses carrier-grade NAT (CGNAT), which can make inbound forwarding impossible.
If the server works with 127.0.0.1 but every outside player receives one of these codes, the remaining fault is between the internet and the host: public address, forwarding, firewall, VPN, or ISP addressing. If only one friend fails while others connect, compare that player’s network and VPN status before changing the server.
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5. Check IPv4, CGNAT, and mobile-internet limits
The cited BeamMP setup documentation states that the server supports IPv4 only. A router may show a WAN IPv4 address that differs from the public IPv4 reported by an external service. That mismatch is a common sign of CGNAT: the ISP has placed several customers behind one public address, so your router cannot receive unsolicited connections directly.
How to recognize a forwarding limitation
- The router’s WAN address is private or does not match the public IPv4 address.
- Port-forwarding rules look correct, but no outside network can connect while local tests succeed.
- The connection is supplied by mobile 4G or 5G. The BeamMP FAQ says inbound port forwarding is not possible on some such connections.
Ask the ISP whether a public, directly routed IPv4 address is available. If it is not, stop changing local rules: use a VPS or a managed game-server host that supplies reachable inbound networking. BeamMP describes VPS hosting as easier and more secure than exposing a home network, but the operating-system, firewall, and BeamMP configuration remain your responsibility on a VPS. Do not assume that an IPv6 address solves this setup; the documented server support is IPv4.
6. Make a server appear in the public list
Private versus public servers
Set Private = false to make the server eligible for the official list. A server with Private = true is intentionally hidden; this is not a connectivity failure. Players who know the correct public IP and port can still use Direct Connect.
AuthKey and list registration
A valid AuthKey is necessary for public server-list access. If the key is missing or invalid, the process may run locally while the server never registers publicly. Correct the key in ServerConfig.toml, restart BeamMP-Server, and watch the console for registration-related errors. Treat an AuthKey like a credential: do not paste it into public support posts or screenshots.
When search does not find a known public server
In the launcher, disable restrictive search filters and set the map filter to Any. A server can be healthy and listed while a name, map, or other filter excludes it from the visible results. Direct Connect remains the quickest way to separate a listing problem from a networking problem. First prove that the public IP and port accept a direct connection; only then spend time adjusting list settings.
7. Separate a client or launcher fault from a server fault
Not every BeamMP error is caused by forwarding. The error-code reference treats failures to read the BeamNG game directory, profile directory, or version information as local client installation or registry problems. Those symptoms point to the player’s computer, not to the server port.
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Launcher cannot read game or profile information
- Record the exact launcher error code and message.
- Verify that the BeamNG installation and profile paths are valid for the logged-in user.
- Check that the launcher can read those directories and that security software is not blocking it.
Launcher says the backend did not respond
Check the player’s internet connection and local firewall, then retry. Capture the exact message rather than reporting only that “the server is down.” A backend response failure is a client-to-service path issue; it is different from a server that starts but cannot accept game connections. Reinstalling the game should not be the first response to a documented no-server-answer code.
8. Choose a hosting path when home hosting is blocked
The right recovery path depends on whether your connection can receive inbound IPv4 traffic and how much administration you want to do. Home hosting may avoid a separate hosting bill, but it requires your own upload capacity, router configuration, firewall maintenance, and exposure of a service from the home connection. A VPS or managed host adds a recurring hosting cost, whose amount depends on the provider and plan, but can remove CGNAT and mobile-network barriers. Verify that any provider offers reachable IPv4, BeamMP support, enough upload capacity, and the mod/plugin control you need before paying.
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| Hosting option | Inbound IPv4 | Port and firewall work | Home-network exposure | Control and administration | Best fit |
|---|---|---|---|---|---|
| Home computer | Works only with a reachable public IPv4 and usable forwarding | You configure the router and host firewall | Exposes a service from your home connection | Maximum control over mods and plugins; you maintain the machine | Users with a configurable router, non-CGNAT ISP, and adequate upload capacity |
| VPS | Normally supplied by the provider; verify IPv4 terms | You configure the virtual machine’s firewall and BeamMP port | Separates the game service from your home LAN | Strong control, but requires operating-system administration | Users blocked by CGNAT or seeking a more isolated host |
| Managed game-server host | Provider-managed; confirm BeamMP and IPv4 support | Usually less manual network administration | No direct inbound service on your home router | Convenient panel, with potentially less low-level control | Users who prefer simpler maintenance and predictable hosting |
Whichever option you choose, retain the same diagnostic order: confirm the process and configuration, test locally, verify the listening port, then test from outside. A different host cannot compensate for a malformed ServerConfig.toml or an invalid AuthKey.
9. Check documented resource requirements without overinterpreting them
BeamMP documentation lists these baseline figures:
| Resource | Documented figure | Qualification |
|---|---|---|
| Usable RAM | More than 50 MiB | Documentation baseline, not a guarantee for large or heavily modded servers |
| CPU | Above 1 GHz, preferably multicore | Documentation guidance; workload and player count affect the practical requirement |
| Disk space | 10 MiB plus mods and plugins | Additional content can require substantially more space |
| Upload bandwidth | 5–10 Mb/s | Documentation figure, not a performance guarantee for every server size or mod set |
These numbers explain minimum suitability; they do not diagnose a port timeout. A server with enough CPU and RAM can still be unreachable when forwarding, firewall, VPN, or CGNAT prevents inbound traffic. Mods and plugins also increase disk and bandwidth needs beyond the baseline, so monitor the host rather than treating the figures as a guarantee for a large group.
10. Use a disciplined test sequence
Run these checks in order and record the result of each one:
- Process: start BeamMP-Server and save the relevant console lines.
- Configuration: confirm the active
ServerConfig.toml, port, IP, AuthKey, andPrivatesetting. Do not rely onServer.cfg. - Local loopback: join
127.0.0.1:portfrom the same computer. - LAN: from another local machine, join the server’s private IPv4 and port.
- Router: forward that port to the server’s private IPv4 over TCP and UDP.
- Firewall: allow BeamMP-Server inbound and outbound over TCP and UDP.
- External test: have a player on a different network connect while the process is running.
- Address check: compare the router WAN IPv4 with the public IPv4 and investigate CGNAT or mobile networking if they differ.
- Listing: only after direct connectivity works, set
Private = false, verify AuthKey, remove list filters, and select map Any.
Change one layer at a time and write down the result. For example, a successful loopback test followed by a failed LAN test points to the host firewall or bind address; a successful LAN test followed by a failed external test points toward forwarding, the public address, VPN, or the ISP. This prevents repeatedly changing a working configuration without learning which layer failed.
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11. What to include when asking for support
If these checks do not resolve the problem, ask on the official BeamMP forum or Discord support channel with reproducible details:
- The exact error code, including whether it is 10038, 10060, or 10061.
- The relevant server-console lines from startup and the failed connection attempt.
- Your configured port and whether TCP and UDP forwarding are both present.
- Whether
127.0.0.1and a LAN private IPv4 test succeed. - Whether the server is private or public and whether a valid AuthKey is configured.
- Whether the internet connection is mobile, behind CGNAT, or using a VPN.
- The launcher version and the exact client-side message when the error concerns game/profile paths or backend response.
Remove authentication keys, public-IP details you do not wish to share, and other private credentials before posting logs. Exact codes and console lines let support follow the correct branch instead of repeating generic reinstall advice.
Frequently Asked Questions
Why can I join my BeamMP server locally but my friends cannot?
A local connection only proves that BeamMP-Server is listening. Check the configured port, forward it to the server’s private IPv4 over both TCP and UDP, allow the application through the host firewall in both directions, and compare the router WAN IPv4 with the public IPv4 for CGNAT.
What do BeamMP errors 10038, 10060, and 10061 mean?
They all mean that no server answered at the specified IP and/or port. Check the public address, forwarding, firewall, running process, VPN, and ISP restrictions rather than reinstalling the game first.
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Set Private = false, use a valid AuthKey, restart the server, and remove restrictive launcher filters. Set the map filter to Any. A private server remains reachable through Direct Connect but is intentionally hidden.
Should I use 127.0.0.1 to connect?
Use 127.0.0.1 when the game and server run on the same computer. For another computer on the same LAN, use the server’s private IPv4. Friends on the internet need the public IPv4 and forwarded port.
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Does BeamMP support IPv6 hosting?
The cited setup documentation states that the server supports IPv4 only. Confirm that your host has a directly reachable public IPv4 address.
Can I host BeamMP over mobile 4G or 5G?
Inbound forwarding is not possible on some mobile connections, and CGNAT can prevent it as well. Ask the ISP for a public IPv4 or use a VPS or managed game-server host.
Is turning off the Windows firewall enough?
No. BeamMP recommends allowing the server application for incoming and outgoing TCP and UDP traffic. A router rule, security product, VPN, or ISP restriction can still block connections, and disabling protection is not a safe permanent fix.
What information should I include in a BeamMP support request?
Provide the exact error code, startup and failure console lines, configured port, TCP/UDP forwarding status, loopback and LAN test results, Private and AuthKey status, and whether you use mobile internet, CGNAT, or a VPN. Remove credentials before posting.
The Bottom Line
Fix BeamMP from the inside out: use the current ServerConfig.toml, prove 127.0.0.1 and LAN connectivity, forward the configured port over TCP and UDP, allow BeamMP-Server through the firewall, then investigate public IPv4, VPN, and CGNAT issues. Only after direct connections work should you troubleshoot Private, AuthKey, and server-list filters.
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