OTOH, the efficiency of any thermal transfer system depends on its ability to move more heat than it generates (and even then, its ability not to add heat back into the system it's removing it from). And all of the problems you described can be solved by simply putting the working parts of the heat pump (compressors, motors, etc) in an insulated compartment where they won't bleed into the ship's environment.The heat pumps themselves would generate heat. Even if you managed to isolate the reactors with heat containment systems that were 100% efficient or nearly so, you'd still have the life support to deal with. I just don't think it is at all feasible for a system to be able to hide that much heat from a starship's sensors, at any distance within, say, the diameter of the typical solar system. You'd need to hook up your kick-ass heat pumps to almost every surface of the ship, and those pumps themselves would generate their own heat.
Yeah. Engineering is complicated.

I understand that you disagree and you have some very elaborate theories as to how to get around the problem of stealth in space... but I really think you need to do the math on this if you want to convince me. You say Atomic Rocket is wrong, but Atomic Rocket has some very convincing math to prove itself right. Its going to take math to prove them wrong.
From AtomicRocket's own website:
A full spherical sky search is 41,000 square degrees. A wide angle lens will cover about 100 square degrees (a typical SLR personal camera is about 1 square degree); you'll want overlap, so call it 480 exposures for a full sky search, with each exposure taking about 350 megapixels.
Estimated exposure time is about 30 seconds per 100 square degrees of sky looking for a magnitude 12 object (which is roughly what the drive I spec'd out earlier would be). So, 480 / 2 is 240 minutes, or about 4 HOURS for a complete sky survey. This will require signal processing of about 150 gigapizels per two hours, and take a terabyte of storage per sweep.
He was onto something here, and it bears repeating: a complete sky search at this level of resolution will take about four hours. The only way to speed up the rate of the search is to drastically reduce resolution, which either 1) decreases the effective range of those sensors against the same object or 2) increases the size of the object that the sensors could detect at the same range.
Unfortunately, Ken Burnside then goes on to backpedal with a tangent into the processing requirements of online video games:
Assuming 1280x1024 resolution, playing an MMO at 60 frames per second...78,643,200 = 78 megapixels per second. Multiply by 14400 seconds for 4 hours, and you're in the realm of 1 terapixel per sky sweep Now, digital image comparison is in some ways harder, some ways easier than a 3-D gaming environment. We'll say it's about 8x as difficult - that means playing World of Warcraft on a gaming system for four hours is about comparable to 75 gigapixels of full sky search. So not quite current hardware, but probably a computer generation (2 years) away. Making it radiation hardened to work in space, and built to government procurement specs, maybe 8-10 years away.
This is where he lost me, and it didn't get any better as I read the rest of the page. Because since I happen to know quite a bit about digital image processing (my science teacher and long-time family friend used to work for the JPL) and I know that digital image comparison and 3D gaming are not in the same ballpark, not the same stadium, not even the same sport. Image recognition and image processing--that is, of REAL images, not of pre-programmed images whose parameters are artificially limited--is massively difficult, and now on the cutting edge of even MILITARY sensor devices.
The problem is that a digital image processor has to sift through thousands of different data points with thousands of different signatures and amplitudes, all of which are totally unknown. You're essentially asking the computer to identify a particular needle in a stack of needles. This is easy to do in a 3D gaming environment, where technically the computer already knows where the needle is and simply needs to pretend to go through the motions of finding it. In digital image comparison, simply taking and scanning the images is the EASY part; analysis is complicated enough that it still can't be done automatically unless the computer is programmed to track a very specific pattern in a very specific location (see, for example, image recognition technology in guided missiles).
The only other numbers they put out are those he gets from somebody named John Schilling in a forum post, numbers which are themselves based on another college textbook (and schilling doesn't give the numbers, only the results). Logically, the fact that a given sensors will DETECT your ship from 50 million kilometers is not particularly interesting if your system lacks the ability to RECOGNIZE your ship at the same distance.
and all respect to Ken Burnside, but:
I'm proposing there's no need to dump the waste heat at all. Just recapture it and convert it back into electricity. This is nowhere close to a "perpetual motion" concept since the system requires constant energy input from your reactor system. You don't need to radiate that heat outside the ship, just put it somewhere where the bad guys can't see it. If you can't find anything useful to do with that heat, then just store it there until the bad guys aren't around and then flush the heat tank with coolant when the coast is clear.Ken Burnside explains why not. To actively refrigerate, you need power. So you have to fire up the nuclear reactor. Suddenly you have a hot spot on your ship that is about 800 K, minimum, so you now have even more waste heat to dump.