Flight Yoke · Microsoft Flight Simulator 2024
Thrustmaster TCA Sky Yoke (Xbox & PC)
- Budget
- Hall-effect sensors
- PC and Xbox
- Throttle built in
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MSFS Performance Score
- Feel & Centering25% 100
- Controls in the Box25% 70
- Sensors20% 100
- Platforms15% 100
- Build Quality15% 70
Biggest contributor: feel and centering (25% of the score), rated 100/100. How we score
Verdict for MSFS
The Thrustmaster TCA Sky Yoke (Xbox) suits a first yoke buyer who wants one box: throttle, trim wheel and rudder controls are built in, so you can rotate, trim the climb and keep straight without extra gear. It's brand new with no owner reviews yet, and the Xbox version won't work on PS5.
Updated October 2026
Pros & Cons for MSFS
Strengths
- Hall-effect sensors (contactless magnets, so nothing rubs inside the axis) read pitch and roll, and the centering is damped self-centering rather than a hard snap, so the small pitch corrections you make on short final settle instead of overshooting the aim point.
- Throttle, a trim wheel and rudder controls all sit on the unit, so after rotating you can roll in nose-up trim to take the pressure off the yoke and keep the nose on the centerline without reaching for a keyboard; 24 programmable inputs across 7 axes leave room for gear, flaps and lights too.
- It fits a simmer moving up from a gamepad or joystick who flies Cessnas and the odd 737 approach: 9 cm of pitch travel and 180 degrees of roll give you room to work a crosswind landing, and Thrustmaster TFRP pedals plug into Thrustmaster console yokes later if you want rudder underfoot.
Trade-offs
- It ships October 28, 2026, so there are no owner reviews yet and you're judging a hybrid build with a steel shaft on the spec sheet alone; there's also no cross-shopping between consoles, since the Xbox version won't run on a PS5 (both work on PC).
- The throttle is built into the yoke rather than being a separate quadrant, so flying a twin you don't get an independent lever per engine for an engine-out drill; the next step up in price is where you find a standalone quadrant with multiple levers and a dedicated switch panel.
Full Specifications
- Sensors
- Hall effect (contactless)
- Throttle
- Built into the unit
- Trim wheel
- Yes
- Rudder controls
- Built in
- Centering
- Damped self-centering
- Pitch travel
- 9 cm (3.5 in)
- Roll
- 180°
- Build
- Hybrid
- Buttons
- 24
- Works on
- PC, Xbox
- Released
- 2026
Frequently Asked Questions
Is this a good Flight Yoke for MSFS?
Yes — it scores 88.0/100 for MSFS and makes sense as a first yoke, because one purchase covers pitch, roll, throttle, trim and rudder. It suits hand-flown general aviation and airliner work: holding altitude in a Cessna, trimming out a climb, flying a 737 approach with gear and flaps bound to the yoke. It shows its limits if you fly twins and want a separate lever per engine or a dedicated switch panel, and if you mostly fly Airbus airliners a sidestick suits that cockpit better.
Is it worth the price for MSFS?
For the money you get the throttle, trim wheel and rudder controls in the same box along with Hall-effect sensors on the main axes, where the less expensive yokes here leave the throttle out and you buy a quadrant afterwards. Spending more buys things like metal internals, longer pitch travel and standalone panels, which matter once you know how many hours a week you actually fly.
Does it work on Xbox or PS5?
For MSFS it works on Windows PC and on Xbox Series X|S, which only accepts controls licensed for Xbox — this one is. If you fly on PS5 you need the PS5 version instead, since the two don't swap, and note that Xbox Cloud Gaming doesn't support yokes at all; the Xbox edition still plugs into a PC over USB.
What else do I need with it?
Rudder controls are built into the unit, so you can taxi and fly without pedals, but adding Thrustmaster TFRP pedals (they plug into Thrustmaster console yokes) gives you finer rudder for taxi turns and crosswind landings. The throttle is already on the yoke, so beyond that you mainly want a desk with a solid edge to mount to and a seat height that puts your hands on the grips naturally.
How should I configure this in MSFS?
First check MSFS has picked up the yoke and that pitch isn't reversed — pull back and the nose should rise — then confirm throttle, rudder and the trim wheel are each assigned to the right axis. If it feels twitchy, add a small dead zone (a slice of movement near center that the sim ignores) and soften the sensitivity curve on pitch and roll; leave the trim wheel linear, since you want fine control when you trim off the pressure in the climb.
