The fix for "long tails" is merged.
Played with all the toys last night...
FWHM...
FYI, the macOS nightly build worked last night, but the win64 failed.
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The "long tail" change isn't merged yet as I'm still testing it. Its definitely an improvement but may need some further tweaking when folks with different equipment get to use it.
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Pit,
I've merged a fix for focus options not getting saved properly.
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Hi Peter,
It would probably be better to start a new thread for this. I don't think its likely that this is related to Focus changes, and I'm afraid I don't know much about the rotator code. A new item on the forum would attract the attention of a wider group of developers that may be able to help.
Also, can you clarify what you mean by "Calculate and Slew" - did you mean "Capture and Solve" or something else?
John.
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Hi Fred,
For 20 contiguous pixels you'd need say a grouping of 4 x 5 pixels above the background cutoff. This is a "radius" of 2.25 pixels. That would make the HFR around a pixel so its certainly possible to get some hits with an HFR < 1.
On the other hand with Thresh Multiple set to 2.0 you'll be extracting above the background noise about 95% of the time (2 sigma) so 5% of the time pixels above the background cutoff will actually be background noise (assuming the noise is gaussian). So its certainly possible to get a grouping of 20 pixels > background cutoff that are just noise.
If you zoom is on a star with an HFR < 1 so that you see individual pixels you'll be able to see whether it looks like a real star or not. If its just noise then there are several options:
1. You could increase Min Area.
2. You could increase Thresh Multiple.
3. You could specify a Min Size > 1 so stars with an HFR < 1 will be ignored.
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The problems with the Mac and Windows nightly builds have been fixed.
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