OK, I will try to give my idea on how to fix them. Lets say that example is same map I pointed out in previous post:
http://osu-ppy-sh.tvgratuite.org/p/beatmap?b=112586&m=2
What current algorithm probably does is checking 2 separate non-littleDroplet objects, and if they are distant enough, first one becomes hyperdash object. At example map, we have 3 "critical" objects, 403, 404 and 405 combo objects (normal fruits). Current algorithm checks 403 and 404, figures out they are not distant enough leading to no hyperdash, same goes for objects 404 and 405. Indeed, jump between 403 and 404 is catchable, and jump between 404 and 405, but what IS uncatchable is jump between 403 and 405 (which would become hyper if we removed 404). So my solution is to check 2 or 3 objects more in advance (if there is no need for hyper between 403 and 404, check for 403 - 405 distance and if it is big enough, create hypers on all 3 hitObjects (in case 403 - 404 distance was enough, 403-405 checking won't be necessary) ).
http://osu-ppy-sh.tvgratuite.org/p/beatmap?b=112586&m=2
What current algorithm probably does is checking 2 separate non-littleDroplet objects, and if they are distant enough, first one becomes hyperdash object. At example map, we have 3 "critical" objects, 403, 404 and 405 combo objects (normal fruits). Current algorithm checks 403 and 404, figures out they are not distant enough leading to no hyperdash, same goes for objects 404 and 405. Indeed, jump between 403 and 404 is catchable, and jump between 404 and 405, but what IS uncatchable is jump between 403 and 405 (which would become hyper if we removed 404). So my solution is to check 2 or 3 objects more in advance (if there is no need for hyper between 403 and 404, check for 403 - 405 distance and if it is big enough, create hypers on all 3 hitObjects (in case 403 - 404 distance was enough, 403-405 checking won't be necessary) ).