A truly "realistic" DC would be no more than what we got in Il-2...the same missions over and over until an objective is achieved, followed by a new mission that is then done over and over until the next, and so on. You wouldn't affect the war, you wouldn't even be responsible (alone) for the objectives. You could win the war after getting shot down on day 1 because, well, lots of wars were won after people died on day 1. No one wants that, we want our mission results to affect the course of the war so that success will win the war and failure will lose it. That's not realistic at all for a single pilot to matter like that, but it's a concession because it's a game.
The problem with scripted campaigns is replayability. No one denies a scripted one is better the first time you play it because you can put all these nuances and triggers and events and such. But how many times are you going to play the same missions? What good is putting all this work into missions that people won't want to play more than twice, especially if you make them tough so that multiple attempts are needed to get past each one? A DC removes that issue, you set initial conditions and then it moves on from there. The best DCs had both. Longbow 2 had a DC with scripted missions that would appear when certain conditions in the campaign were met to "move the war forward."
The answer is a campaign that is both dynamic and scripted, the problem is sims like Il-2 and F4 are a little TOO dynamic while ED's and some others in the past were TOO scripted. ED has been "descripting" theirs with time, making it better, but it's still not there yet.
The Jedi Master
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Back off, man. I'm a scientist.