I'm not on the team developing that part (and maybe Ilja is the whole team for the AI flood) but here's what I know by now:Is it possible you could explain what each of these settings do?
SPAWN_MIN_DISTANCE_TO_PLAYER=a, b
SPAWN_DISTANCE=c, d
SPAWN_RANGE=e, f
SPAWN_DESPAWN=g, h
"SPAWN_MIN_DISTANCE_TO_PLAYER=a, b" determines minimum distance in meters ahead (a) or behind (b) of the current player's position on the line where the AI should spawn.
"SPAWN_DISTANCE=c, d" determines the max distance in meters ahead (c) or behind (d) of the current player's position on the line.
"SPAWN_RANGE=e, f" is partly substitute for the old "DISTANCE_FROM_AI" and influences the distance in meters between AI. I'm not sure if (e) and (f) are ahead or behind of the current player's position on the line or it's the individual AI's current position relative to other AI's. So leave editing of (e) and (f) for last. It also influences how often the spawn occurs in the opposite direction. Bigger range - more chance the AI will come the other way.
"SPAWN_DESPAWN=g, h" influences the max distance in meters ahead (g) or behind (h) of the current player's position on the line after which the AI gets teleported to another location. That is the first thing to edit when you change the number of AI cars for the session. Shorter "h" if you intend to do a lot of overtaking or shorter "g" if you want to watch the AI fly-by.
All that said, the SRP roads are very difficult to cover with AI flood that will work with 100% immersion and no popping up of cars in the line of sight. On one hand the visibility in clear weather is kilometers ahead on Wangan and on the other you often move at speed upwards of 300 kph. So if you want to eliminate the AI ghosts best option is to select all AI as fast as your weapon and move with the pack.