EDIT: Ninja'ed, but whatever...
RetroCodger426: I have a noob question: All the older games such as the early Wing Commander games and X-Wing Special Edition etc. - Are these flight stick compatible, or do they just utilise the old 8-way digital joystick control?
On PC, the games expect analog controls (meaning, not just digital on/off, but smooth movement where you move or turn the faster the more you push the stick). Which is of course how it should be for flight and racing games.
Unlike on many other old video gaming devices and computers (NES, SNES, Sega Genesis, Commodore 64 and Amiga...), PC gaming controllers have traditionally always been about analog sticks. The early PC (analog) joysticks in the 80s looked something like this (I think Apple IIc also used similar joysticks?):
[url=http://commons.wikimedia.org/wiki/File:Ch_products_mach_1_joystick.jpg]http://commons.wikimedia.org/wiki/File:Ch_products_mach_1_joystick.jpg[/url]
I don't think digital joysticks and gamepads so prevalent on other gaming systems were The Thing on PC, even though later e.g. Gravis released some pretty successful digital gamepads for PC:
http://en.wikipedia.org/wiki/Gravis_PC_GamePad I think overall PC gamers didn't see the point with that kind of digital gaming controllers, because you could just as well use a keyboard (arrow keys etc.) for somewhat similar (digital) controls.
Note though that if your PC flightstick has the additional axis (rotating the stick), DOS games didn't yet support it. Support for that extra axis came more prevalent with Windows 9x games with DirectInput, in fact it was probably
Microsoft Sidewinder 3D Pro that introduced this feature to PC joysticks, and later many other joystick makers added it too to their products. That's why e.g. the 1993/1994 X-Wing and Tie Fighter games, or most of the Wing Commander games, don't support that rudder/spin control. Windows games (Wing Commander Prophecy, Descent Freespace 1-2 etc.) usually support it.