private String getDebugInfo(Game.CarInfo myCarInfo, Game game, double desiredSpeed, double throttle, AngleState as, double nextAngle) {
        GameInit.Race.Track.Piece piece = game.track.pieces[myCarInfo.pieceIndex];
        double racc = myCarInfo.getRAcceleration();
        double r = myCarInfo.getR();
        if (r > 100000) {
            r = 0;
        }
        double rst = (piece.radius + (piece.angle > 0 ? -game.track.lanes[myCarInfo.startLaneIndex].distanceFromCenter : game.track.lanes[myCarInfo.startLaneIndex].distanceFromCenter));
        double re = (piece.radius + (piece.angle > 0 ? -game.track.lanes[myCarInfo.endLaneIndex].distanceFromCenter : game.track.lanes[myCarInfo.endLaneIndex].distanceFromCenter));
        return String.format("dist %9.4f velocity %9.6f of %6.2f acc %8.5f nextSpeed %9.6f RAcc %5.2f angle %8.4f angle' %7.3f nextAngle %8.4f powdef %5.0f " +
                        "THROTTLE %5.2f " +
                        "lap %2d piece %2d %6.2f of %6.2f lane%2d%2d pieceR %7.0f rst %4.0f re %4.0f "
                        + "rearDist " + game.nearestCarRearDist + " vel " + game.nearestCarRearDistDeltaVelocity + " ttc " + game.nearestCarRearTimeToCollision + " to " + game.nearestCarRearName
                        + " frontDist " + game.nearestCarFrontDist + " vel " + game.nearestCarFrontDistDeltaVelocity + " ttc " + game.nearestCarFrontTimeToCollision + " to " + game.nearestCarFrontName +
                        (Math.abs(myCarInfo.angle) > game.getCrashAngle() ? " CRASH ANGLE! +" + (Math.abs(myCarInfo.angle) - game.getCrashAngle()) : ""),

                myCarInfo.totalDist, myCarInfo.velocity, desiredSpeed, myCarInfo.acceleration,

                game.getNextSpeed(myCarInfo.velocity, throttle * game.getTurboFactor()),


                racc, myCarInfo.angle, as.angleDer,
                nextAngle,
                game.getPowerDeficit(),
                throttle,
                myCarInfo.lap, myCarInfo.pieceIndex, myCarInfo.inPieceDistance,
                game.getLaneLength(piece, game.track.lanes[myCarInfo.endLaneIndex].distanceFromCenter, game.track.lanes[myCarInfo.startLaneIndex].distanceFromCenter),
                myCarInfo.startLaneIndex, myCarInfo.endLaneIndex,
                r, rst > 10000 ? 0 : rst, re > 10000 ? 0 : re
        );
    }