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.
Hi there,
is this a new thing that the user have to choose between this Options in the Screenshot below if he like to save the calibrated Light-Frames?
Make no sense to me, to save linear Calibrated Unstacked Lights as 16 Bit or 8 Bit Integers? I dont understand, in the Versions before, there was not such a thing.
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Greetings,
Markus
You mean why there are options for 16-bit as well? Well, it is possible and saves space. It also usually contains all information just fine and after having done the calibration, this works well. Before calibration it's best to use 32-bit as the calibration files can give issues in some cases at lower bit-depth.
Yeah, the Question is: 32-bit Floats or Integers ? Whats the Difference as Fits File?
16 Bit on unstacked frames? I thought the best to save is 32-bit
Cheers,
Markus
So, I double checked with Mabula, but yes if you calibrate in 32-bits and then save those as 16-bits and stack, it shouldn't be an issue as that is enough space for all data. You can give it a try and compare both and determine if you can save some space without affecting quality. We do agree that the dialogs can be improved upon still, so Mabula is working on that and will make them default to 32 bit float anyway.
