Aerofly can only perform at its best when it can use the hardware to its full potential and that means updating graphics card drivers every now and then or at least when you start noticing issues.
The flickering was reported some time ago, that is correct. As we mentioned before there are multiple reasons for why flickering occurs and I'm not going to go into detail again but I think you should be able to find it in the forums still.
Some potential flickering may be caused by the newly added buildings at great distance, those are new to the scenery which may be why you haven't seen that before. Basically the graphics card struggles to put the edge of each building into a precise pixel location and due to the current limitation to floating numbers the results aren't very accurate at great distances. So the pixels flicker back and forth and buildings are sometimes closer and sometimes further away. We really have to get creative to make that hardware issue go away, or just wait for double floating point precision which would make it a lot easier.
If you are using a render scale factor in VR I think (not sure) the far distant textures may have too much resolution and mip-mapping isn't as effective as it could be but that is just a thesis. I don't have any VR goggles to test it. Maybe Torsten knows more?