Has anything ever been written or discussed about if it's possible to detect a vessel as it jumps into a system?
First question is do you mean for the game or reality? The answers are very different. The game generally (imo) presumes stealth is possible, reality on the other hand says pretty unequivocally "there is not stealth in space." The best source I've found for this discussion is on the Project Rho pages (aka Atomic Rocket) here:
http://www.projectrho.com/rocket/rocket3w.html
(and there's lots of other great topics there as well)
Give that a read and then...
...repeat "it's just a game" and ignore reality if you want a chance at stealth because it's fun
CT has long allowed that the transponders can be turned off. And it is accepted practice to do so before entering an unknown or known hazardous system. To avoid being a beacon to every pirate in the system. However once your passives have determined there is no immediate threat, or that you are indeed in a "safe" system you are expected to turn your transponder back on. Or you will be treated as the hostile by everyone else. You'll be lucky if all that happens is you lose you ship and go to prison if you're caught trying to lurk.
CT also has some pretty limited (unrealistic) ranges of detection. Just 150,000km for civilian ships to 600,000km for military ships. With a tracking range of 900,000km for both. Those are something like 100 times less than real (current tech) detection ranges for small ships (up to about 1000dtons) running cold (no power and at zero degrees celsius), not the presumed active thrust and power mode.
CT also presumes, from everything I recall running across, that there is no jump flash. At least on entering a system/exiting from jump space.
Or you might take those ranges as how close you'll get before the detecting ship has done a complete sky scan. Current tech can process a full sky sweep in about 4 hours according to Project Rho so that's possible. For certain detection, for one ship. The more ships the more likely you'll be detected sooner/further away. Time for the mantra again

"It's just a game." For me, I want and accept some stealth, but require some detection reality.
I simplify it for CT, usually along the lines of:
Detection 1 - Class A or B Starport, or Navy or Scout Base in system - Detection is automatic and immediate for all ships in all states. No sneaking in at all. "There is no stealth in (properly monitored) space."
Detection 2 - Class C Starport in system - Detection of active ships out to 6 million km is automatic and immediate, passive ships are undetected for 4turns (about 1 hour) or until closer (within 600,000km). Detection of passive ships out to 600,000km is automatic and immediate.
Detection 2 - Military Ship - A single military ship is equal to the above Class C Starport capability but requires a roll to achieve. Roll 13+ per turn with a DM+1 per computer model number. Multiple ships may improve the odds with each rolling to detect if separated by 300,000km.
Detection 3 - Class D Starport in system - Detection of active ships out to 1.5 million km is automatic and immediate, passive ships are undetected for 8turns (about 2 hours) or until closer (withing 150,000km). Detection of passive ships out to 150,000km is automatic and immediate.
Detection 3 - Civilian Ship - A single civilian ship is equal to the above Class D Starport capability but requires a roll to achieve. Roll 13+ per turn with a DM+1 per computer model number. Multiple ships may improve the odds with each rolling to detect if separated by 75,000km.
Detection 4 - Class E or X Starport in system - No detection facilities in place that can't be beat by standard ship operation.
Adjust up or down based on:
Military Stealth - Treat detection as one level harder.
Large Ships - Ships over 1000dtons are one level easier. Ships over 10,000dtons are two levels easier. Ships over 50,000dtons are three levels easier. But note that Class E and X have no sensors at all, it doesn't matter how easy it is.
Small Craft - Ships under 100dtons are one level harder.
Tracking ships once detected is automatic and unlimited by range until lost by either jumping or occluding. If a ship jumps out they are gone of course. If the sensor is blocked by occlusion (running behind a planet, gas giant, or star) then detection has to happen again once the ship is no longer occluded.
These are detection ranges only. Targeting ranges are limited to 600,000km by military ships and 150,000km by civilian ships. Targeting sensors are active sensors and ships using active sensors are not passive for detection purposes.
Eg 1: A 400ton Trader entering a system with a Class C starport is civilian (no military stealth) and under 1000dtons so it is the standard detection. It can come in cold from jump and not be detected for an hour or until it gets within 600,000km, whichever comes first. Its 20ton Launch would be one level harder to detect for its size, so it could drift undetected for 2 hours or until it hit orbit, whichever comes first.
Eg 2: A 400ton Patrol Cruiser entering a system with a Class A starport is under 1000tons but has military stealth so it is one level harder to detect. It can come in cold from jump and not be detected for an hour or until it gets within 600,000km, whichever comes first. Its 30ton Boat also has stealth and would be one level harder to detect for its size, so it could drift undetected for 2 hours or until it gets within 150,000km, whichever comes first.
Special Note: Drop Capsules are even harder to detect. They have military stealth of course and are much smaller than small craft. I treat them as three levels harder total (treating Detection 1 as Detection 4). They can be inserted into even the most secure systems and make it to the ground undetected. My reasoning is purely game play. It makes small strike ships with drop capsules a key ingredient in combat. They get in undetected (briefly at least) and launch drop capsules to drift in and make planetfall to take out the system defenses such as deep meson sites, missile bases, and such before the regular fleet can safely approach to blockade or invade in force.
And of course the above is simply my take on it, and just guidelines even then. If the plot requires the players to make a sneaky approach well maybe they notice the system is due for a spike in solar flare activity and with a little luck a flare will blind the sensors in the system just long enough. Of course they'll be just as blind... Or maybe the sensor net is down for repairs after some virus knocked it out, a secret known to only a few but the players have heard the rumour. Or is it a trap...
This all refers to official Imperial detection systems of course. Local detection systems based on resources and TL may also be a consideration. They will rarely be better or worse than Imperial systems in place though. But it is pretty hard to hide a 500,000ton Dreadnaught orbiting a world even if the population below is relying solely on Mark 1 Eyeballs. And some of them will have seen the streaks of fire as the Drop Troops came in hot the days before.
So fold, spindle, and mutilate for your own needs
