OkieAviator,
I use a stick, not a yoke, but the outcome should be about the same. One thing to know is that it's never going to feel exactly like the real airplane, not because of any shortcoming of the software but because you're using a plastic yoke that doesn't provide any dynamic feedback in terms of resistance. You'd need a force feedback system to make it truly feel like an airplane.
However, once you realize that shortcoming, it should still be totally flyable. Just make sure you do NOT apply real world torque to the controls...you'll end up using way too much control input (think about how little you actually deflect the controls in the real airplane at cruise speed).
With the control resistance bit out of the way, what remains is to make sure that your controls center properly, that you have the flight model set for full realism, and that you adjust the exponential response curves so that it's not stupidly sensitive to minute inputs. So, set the realism curves to full realism (no artificial stabiilty), and then play with the yaw, pitch and roll response curve, probably starting at around 20%, so that it's less sensitive about the center. Rudder pedals might do better with around 50% on the response curve.
Lastly, make sure you move the controls through a FULL range of movement prior to flight to ensure it knows where max deflection is. Otherwise, it truly will be unflyable.