It's starting to get a little crowded.
Mid-top: CPU car info. Figured out two unknowns and rearranged them to be just beneath the main speed, as they are base speed and RNG speed range. As well, I pick at the RNG and predict the next three potential velocities (white) the car-to-be will have.
Right: Listing of the RNG period of 28 numbers. If the RNG isn't at one of those 28, a second column and predicted values is shown.
Bottom-left: Timers, as before. Frame timer in both decimal and hexidecimal, and the time remaining.
Bottom-mid: Mostly the same as before. Position and road curve, speed and sub-speed, then distance and related calculations. Distance calculations now use an internal number to find a certain multiplier the game uses. The script is calibrated to report the remaining distance in five of the eight courses, since I can't find an automatic process to do so as of this time.
Bottom-right: These numbers are to be analyzed. The darkened ones are for bouncing off of cars. The lighter one is reporting which course I'm in.
Additionally, I have an extending green line and an orange line to indicate progress through the course.