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.
Glow of primery mirror and shadow secondery are on the integrated frame. This reflection is not seen neighter taken images nor calibrated-normalized images but integreted. I'm surprised, I image Pleiades earlier hours at same nights there is no reflection(s) on Pleiades.
My question is, how can I avoid this reflection if I can not, how can I remove it in APP?
Thanks for helps and advices.
Always difficult to say. I think it's not filter related (though you could check with your previous session) as usually those reflections are closer to stars. So it's likely an internal reflection in the scope, usually this requires a very careful study of your setup. As this is present in the data and not a gradient, it makes it harder to correct nicely, best is to get this solved on your setup.
You can try to use the light pollution correction to carefully place some boxes around it, but I'm not sure that will work very nicely.
@vincent-mod Thanks for reply Vincent. I also suspect about scope setup and colimation first, but as I wrote above this reflection does not exist on Pleiades image which is taken earlier hours of same nights. Pleiades contains plenty bright stars as well. I expected to see same issue there. This makes me confused.
Yes that makes it a bit confusing, maybe you had some other light source in the neighborhood (even a very weak one) that came into view of the scope while it was pointing to this object?
I'm not sure but I don't think so.
If you take a look my avatar I surrounded with street lights and there couldn't be much power lights than highways enlighting poles which are 300 meters away from me. My primary headache is light pollution but I image always under same conditions. This image is part of Jellyfish nebula, 40 degree above of horizon, no ground light source could affect but the star, I think.
Well, it could still be indirect light pollution (like reflecting of the insides of your scope, which is why some people with Newton scopes make it extra black). Having street-lights somewhat nearby, it could cause this. If it is indirect, there is something in your setup that reflects the light (probably). As I mention, it's very difficult to pinpoint if I'm not right there. 😉
