Anyway, back to topic. I was referring to IR sensors. (unnamed sensors not withstanding). From what I remember, currently (as of ~80/TL 7) we could detect something with the thermal output of the shuttle boosting with its own engines out to ~ the distance of Pluto. From what I can recall, no version of Trav has IR sensors that are this good. MGT sensors are very low powered and just unbelievably low tech. I'd say that at ~4 TLs higher than now (TL 12) these sensors would be at least twice as good.
I think you are confusing capability with ability. And missing the entire game trope to boot. And ignoring any countermeasures what-so-ever.
Traveller presumes (if taking most of the sensor rolls as function) stealthy (1) ships. So we're not trying to detect the space shuttle with its engines flaming. Nor even the space shuttle with its engines dead (which is still a dead easy thing to pick out in space from very far away). We're talking about detecting a ship that has a very amazing hull capable of dealing with extreme heat easily (2), and using engines that don't produce exhaust output (3).
We're also talking about the game reality of not scanning the entire sky and identifying every object out there. In the game the concern is the immediate potential threats, so detection ranges are greatly reduced, to effective combat ranges. This permits nearly instant recognition of anything in that range. Otherwise you'd be spending an inordinate amount of time trying to catalog and id the thousands (10x, 100x, ...) of sensor hits.
So what about those non-starships? Are they easier to detect? One would presume so... IF the method of dealing with the heat issues is the jumpdrive. However even the non-starships in Traveller have the exact same "Oh my Emperor, I turned on the ship and it, it, it just melted into vapour! Does my insurance cover that?" heat issues. And they also can be carried externally through jumpspace by a starship. So, it can't be the jump drive itself but something else. Fans of the jump grid hull (not me, however see 4 below) IF it is included as part of all hulls (and since the hull price is identical whether starship or non) rejoice! Here is another argument for your side. The hull (all hulls) must have a "jump grid" that permits the diversion of heat from the ship into jumpspace. It's the simplest explanation within the rules of why Traveller ships don't instantly melt themselves and everything nearby to vapourized compounds.
And I haven't even touched on the countermeasures such an ability would permit. Nor the applications for vehicles.
In short, yes, in Traveller stealth in space is not just possible, but the norm. And the ramifications of this are huge. The least of which is that detection of space craft is difficult and very limited in range. That's what the rules say. Reality can take a long walk out of a short airlock...
(1) Yes, there is no stealth in space, in reality... this is a game with technology only dreamed of though.
(2) About the only thing I've ever seen that has a hope of making it work is that it is connected to jumpspace somehow and all the waste heat is dumped there. Given that every starship has to have a jump drive I can live with that as a hand wave. So Traveller starships are by default, externally at least, space background level temperature for purposes of detection.
(3) Post HG2 revision anyway, prior to that there was the high fuel (reaction mass/coolant/burned) maneuver drive - aka fusion torch drive. Also excusing muttering in some side products (iirc not in the main rules) about the reactionless drives producing great heat, heat which is somehow magically all radiated out very tiny ports from the maneuver drives, when such heat would melt anything, but the ship is ok and operating them in atmo is ok and does no damage to the downport, city and countryside as you fly over or land and take-off. Again the only thing that makes any sense is that it is handled by the jump drive and dumped into jumpspace.
(4) I may have to accept some kind of "jump grid" hulled universe
