This may be the final version, depending on whether I try to improve my TAS later.
Not a lot was added, though. I did figure out the numbers behind bouncing off cars, and now I color things fabulously. Also, the script has its separate calculations to work out the piecewise function behind steering speed. And lastly, I think I found some more precise info on the road curve, but that still needs further work.
Anyway, to recap this HUD:
Top: CPU car info
- Top row: ID, timer left to respawn, max timer to respawn
- Left column: Speed, base spawn speed, RNG spawn speed, predicted speeds
- Upper-right region: Distance, sub-distance, lane offset, sub-offset
- Lower-right region: Lane change frame timer, unknown, visbility
Right: RNG list; If it's not inside the cycle, a new list is shown
Game HUD, left side:
- Game frame counter (decimal) (Purpose: record keeping)
- Game frame counter (hexadecimal) (Purpose: Timing TAS-related stuff)
- Time remaining
Game HUD, left of tachometer: Info about curves. Needs analysis.
Game HUD, below tachometer: Left/right position and sub-position; Steering power
Game HUD, right of tachometer: Car bounce speed and subpixel
Game HUD, below speedometer: Speed and sub-speed
Game HUD, below progress meter: Distance traveled, distance lost, distance left
Game HUD, below tachometer: Left/right position and sub-position; Steering power
Game HUD, right of tachometer: Car bounce speed and subpixel
Game HUD, below speedometer: Speed and sub-speed
Game HUD, below progress meter: Distance traveled, distance lost, distance left
The last number on the right side is the course ID. And the extending line between HUD and road display is a visual representation of how much of the current course is done.