Graph Editor · Quick start

// Quick start · ~10 min

Quick start

Build a sim-racing dashboard by wiring a widget to live telemetry — no racing sim required. By the end you'll have a bar that fills as RPM rises, built and driven by data.

Reference

Node wiki

Every node explained — what it does, its inputs and outputs, and when to reach for it.

Reference

Channel reference

Every telemetry channel, grouped — names, types and meaning.

~10 minutes

Quick start

By the end you'll have a bar widget that fills as RPM rises — built, wired, and driven by data. No racing sim required: the editor ships with mock telemetry you can move by hand.

00

Before you start

What you'll build: a horizontal bar whose fill follows the rpm channel, scaled against a max of 5000.

  • No sim needed. SimLogix has a built-in mock telemetry panel with a slider per channel, so you can feed values by hand while you design.
  • Two views, one dashboard. The canvas (top) is the visual preview; the node graph (bottom) is the wiring. You'll use both.
  • Nothing to install. Just the SimLogix desktop app, open on the Editor.
01

Open the editor

  1. Go to the Editor

    In the app's top bar, open the Editor page.

  2. Create a dashboard

    Click the + button in the tab bar. The New dashboard dialog asks for a resolution — pick a preset (e.g. 1920×1080) or enter a custom size; it's locked once created. Confirm and an Untitled dashboard tab opens, ready to edit. You'll name it when you save (step 06).

    The Editor with the new-dashboard + button highlighted in the tab bar
    Fig 1. Editor → the + tab button creates a new dashboard.
You can also start from the Dashboard page: the “+ Add a dashboard” tile walks you through name, resolution and skin, and “Advanced editor” opens the result here.
02

The lay of the land

Spot the areas you'll use. The centre stacks the canvas (visual preview) over the node graph (wiring); tools sit on the left, properties on the right, and the mock telemetry sliders dock by the canvas.

The Advanced Editor: tool rail, canvas over node graph, properties panel, mock-telemetry sliders, status bar
Fig 2. The Advanced Editor at a glance.
AreaWhereFor
Tool railfar leftSelect, shapes, and the widget tools you'll use next.
Canvascentre, upperThe visual dashboard — place and arrange widgets.
Node graphcentre, lowerThe wiring behind the visuals.
PropertiesrightEdit the selected widget's look and data.
Mock telemetryby the canvasSliders that fake live data so you can test without a sim.
Status barmiddle stripGrid/snap, the telemetry indicator, and zoom.
03

Add a widget

  1. Open the Assets chip

    In the node graph's toolbar (below the canvas), click the Assets chip and choose Bar. The Bar is a ready-made asset built from rectangles.

  2. It appears on the canvas

    The bar drops onto the canvas at its default size — empty for now, because nothing feeds it yet. It also shows up as a Bar asset node in the graph below.

    A bar on the canvas, half-filled orange
    Fig 3. The Bar asset on the canvas.
Drawing tools: T text · I image, plus shapes R rect and O ellipse. V select, H pan. Bars and other composed widgets live in the node graph's Assets chip.
04

Wire it in the graph

This is the heart of the editor: data flows left → right along wires. The graph already holds an Input node — every channel the game sends — and your new Bar asset. You'll connect them.

  1. Connect RPM to the bar's value

    In the graph, drag a wire from the Input node's rpm output to the Bar's value input. That single connection is the binding.

  2. Give it a max

    Press Tab, add a Number node, set it to 5000, and wire it to the bar's max. Now the fill is RPM scaled from 0 to 5000.

    The graph: Input node wired to the bar's value, a Number constant wired to max
    Fig 4. Input list → widget node via a connection; a Number constant feeds max.
  ┌─────────┐                          ┌──────────────┐
  │  Input  │──── rpm ────────────────▶│ Bar · value  │
  └─────────┘                     ┌───▶│ Bar · max    │
  ┌─────────┐                     │    └──────────────┘
  │ Number  │──── 5000 ───────────┘
  └─────────┘
Fast wiring: drag a wire from any socket and release it on empty space — the add-node menu opens right there, lists only compatible nodes, and auto-connects the one you pick. Tab also opens the menu at your cursor, with your recently used nodes on top.
Prefer not to touch the graph? Select the widget and use the Properties panel's Bindings section — its channel picker creates the same wire for you.
05

Make it move

Open the mock telemetry panel and drag the RPM slider. Set it to ~2400 and the bar fills to 2400 of 5000 — a live, data-driven widget. 🎉

RPM connected to bar value, 5000 connected to max, mock telemetry RPM set to 2400, bar filled to 2400 of 5000
Fig 5. Mock RPM = 2400 drives the live bar (0 – 2400 – 5000).
The status-bar dot shows the data source. With a real sim (iRacing, Assetto Corsa) running it turns green and the same wire reads real RPM — no changes needed.
06

Save

Press Ctrl+S. The first save opens a file dialog — pick a name and location for your .slxd file. A toast confirms (“Saved as …”), and from then on Ctrl+S saves in place. Your dashboard reopens exactly as you left it.

Where to go next

  • Add a Text widget wired to gear or speed for a readout.
  • Drop a Remap or Math node between Input and a widget to scale a value, or a Ramp Color to shift color by RPM.
  • Group a sub-network with Ctrl+G into a reusable asset.
  • Browse the node wiki for everything you can wire.