Flight Stick · X-Plane 12
Thrustmaster T.16000M FCS Flight Pack
- Mid-Range
- Hall-effect sensors
- PC
- Pedals included
X-Plane 12 Performance Score
- Sensors30% 100
- Throttle & Rudder25% 100
- Build Quality15% 50
- Platforms15% 50
- Adjustability15% 57
Biggest contributor: sensors (30% of the score), rated 100/100. How we score
Verdict for X-Plane 12
The Thrustmaster T.16000M FCS Flight Pack suits simmers moving up from a gamepad in X-Plane 12, with rudder pedals in the box so your feet hold the centerline on landing. The build is plastic with fixed spring tension, and it is PC only, so no Xbox or PS5.
Updated October 2026
Pros & Cons for X-Plane 12
Strengths
- The main axes use Hall effect sensors, meaning contactless magnetic sensing with no scraping parts, so the center stays steady and the nose doesn't drift when you click off the autopilot on short final in X-Plane 12.
- At this price point most sets stop at a stick, or a stick and a throttle; this one puts the TFRP rudder pedals in the box too, so you can push a boot in to hold the centerline on a crosswind landing while your hands stay on the stick and power.
- The separate throttle unit means you can set climb power and leave it while you trim out a long GA cruise, and the ambidextrous grip can be set up for the left or right hand, which helps if you want the stick on your left and the throttle on your right.
Trade-offs
- It is a PC-only set, and no adapter changes that, so if you also fly a sim on Xbox or PS5 you would need a second stick; X-Plane 12 itself is not on consoles, so this only matters outside the sim.
- Spring tension is fixed and the build is plastic, so you cannot dial in a heavier center feel for a long helicopter hover; the next step up in price is where you find adjustable tension and metal construction.
Full Specifications
- Sensors
- Hall effect (contactless)
- Throttle
- Its own throttle unit
- Rudder
- Twist grip
- Pedals included
- Yes
- Grip
- Either hand (ambidextrous)
- Spring tension
- Fixed
- Build
- Plastic
- Works on
- PC
- Released
- 2016
Frequently Asked Questions
Is this a good Flight Stick for X-Plane 12?
Yes, especially if you are coming off a gamepad or keyboard and want the whole set in one go, and it scores 78.5/100 for X-Plane 12. It shines in general aviation flying, where the Hall-effect main axes hold a steady center through a long banked turn and the pedals keep you straight on the taxiway. It shows its limits if you want adjustable spring tension or a metal airframe for heavier aircraft work.
Is it worth the price for X-Plane 12?
For the money you get three pieces rather than one, and contactless Hall-effect sensors on the main axes, which plenty of sticks sold on their own still do not offer. If you were planning to buy a stick now and pedals later anyway, this closes the gap in a single purchase.
Which platforms does it work on?
This set is PC only, which lines up fine with X-Plane 12 since the sim runs on computers rather than Xbox or PS5. Just bear in mind it will not carry over to a console sim later, so plan it as a PC setup and keep the USB ports free for all three pieces.
Do I need rudder pedals with it?
You do not need to buy any, because the TFRP rudder pedals are already in the box alongside the twist-grip rudder on the stick. Use the pedals for taxiing and crosswind landings, where your feet work independently of your hands, and unassign the stick's twist axis in X-Plane so a wrist wobble cannot fight your feet.
How should I configure this in X-Plane 12?
Open X-Plane 12's hardware setup first and check that pitch, roll, throttle and rudder are each assigned to the right axis, since the sim lets you map every axis yourself. If the nose feels twitchy, add a small null zone (a dead patch around center) and soften the response curve on pitch and roll, and remember the throttle is its own unit, so assign it separately and leave it set for the climb.
