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Cool. So after you've got that, you can turn off whatever is sending the lowest time, and that would be ignored for figuring out the next lowest time.
For that though you'd need to know which of the players actually had the lowest time. So there's another method which will help you with that using exclusive gates. For each player, have an exclusive gate with a specific name--the same name for all the players' ex-gates. Wire the time into the ex-gate's priority, and change the priority to -1000. This will give the ex-gate a higher priority from a lower time, to a precision of 0.001. Use a switch to send a signal into the ex-gate's input to try to open it--but only the gate with the highest priority (lowest time) will open.
The ex-gate will send a signal from "active" while it's open (player with the lowest time), and will send through the input from its output (giving you the lowest time itself).
Then turn the switch off for that player and it will be ignored, and the next lowest time ex-gate will open. Etc.
The tricky part will be making the logic to go through one by one turning off switches and storing the time or whatever you need. But this is generally not an easy problem, so it'll be a bit involved.