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2026-10-09 APP 2.0.0-beta48 has been released !

This is mainly a bug fix release for the reported bugs in beta47. In addition it has a significant User Interface performance improvement noticable when you need to process 1000s of images in APP.

2026-10-03 APP 2.0.0-beta47 has been released !

This is a very big release... many code optimizations/rewrites, many parts of APP are much faster and more precise, especially star analysis and registration are much faster ! Big mosaics will go much faster 🙂

And we introduce a new preview filter, which includes the new Adaptive Deep Sky Stretch and a General Levels Stretch, this has been long over due. The old preview filter (the panel on the right side to stretch and preview your data) has not been updated for a couple of years and it is a critical part of any APP session.

Adaptive Deep Sky Stretch or ADSS is a much more intuitive stretch algorithm. It is also color preserving (which is a great new addition in itself ! ) which means that the highlights are no longer bleached, color is maintained from the linear data while stretching. You can simply stretch your data using the sky background level and signal width sliders which work much easier and more intuitive. You no longer need to fiddle with the old complicated sliders with zoom buttons. All the zoom buttons for the sliders are made redundant. And you can enter slider values in the slider value fields yourself. I will make a youtube video in the coming days to explain and fully introduce ADSS. Once the video is ready, it will be highlighted on the forum.

RGB Combine upgrade !. The RGB Combine Tool has been rewritten mostly. The tool is faster and easier to use and most importantly, the Luminance slider to inject a luminance channel or channels into the RGB composite is now working correctly. It no longer bleaches the RGB colors. Combined with the new ADSS preview, you will get much better and easier great composites with great color! I will also explain this in a new youtube video.

Question on Ha-OIII extract Ha or OIII algorithms

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(@uu_vee)
White Dwarf
Joined: 5 years ago
Posts: 12
Topic starter  

Hello, are these algorithms usable on dual band monochrome lights? Wasn't sure if these were best suited to OSC's only. Thank you.



   
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(@wvreeven)
Quasar
Joined: 8 years ago
Posts: 2134
 

@uu_vee Hi Kurt,

No, these algorithms are not usable on dual band monochrome lights. The reason is that all photons are recorded as grey and information about the original wavelength gets lost. With OSC lights, Ha is (almost only, depending on the camera sensor) recorded in the R channel while OIII (almost only, depending on the camera sensor) in the G and B channels, which makes it possible to distinguish Ha and OIII from each other.

HTH, Wouter



   
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(@uu_vee)
White Dwarf
Joined: 5 years ago
Posts: 12
Topic starter  

@wvreeven thank you for the response and clear explanation. Much appreciated.



   
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