Anthony's quite correct - LHe doesn't have the heat capacity to handle the load. You'd need <insert high-tech impossible material here> to use as super-coolant or something.
The problem is that if you tried to retain all that 5-600 K blackbody power, you'd overload your system and blow up eventually.
...using 21st Century physics, of course...
Leaving Travelleresque "needs-to-be-plausible physics" behind, one could have a higher-dimension heat sink where the heat is radiated at vibrational levels not accessible to our technology. The heat goes away, but not in "normal" dimensions....putting a bit of Traveller-speak into it, you dump heat into J-space or something.
The problem with this approach is that if you posit a higher-dimensional-space dump, you can also posit a higher-dimensional-space sensor array that can see it. If you assume it's J-space, though, nothing "here" can see anything "there," so it's undetectable.
Maybe it only works at >100D, too, and gets less efficient the closer you get to a planet, making it easy for the pirate to hide at 102 D and jump you before you can engage the J-drive, but pretty hard for any ship to hide closer to the planet.
(I'm just BS-ing here, btw. Nothing real-world-physics based here.)
The bottom line is that, as GM, I want:
</font>
- For it to be possible to hide a ship at reasonable ranges.</font>
- For good enough sensors to pierce this stealth.</font>
- For good enough stealth technology to hide it again.</font>
- And so on.</font>
All of that is needed for "strange and unidentified sensor ghosts" to pursue the party's ship; for the party's ship to sneak in close to the pirate base; for pirates to ambush them just as they are about to set the Heroic Plan in action because they have a military scoutship in their little pirate flotilla; etc.
Ships have to be difficult to detect at range, have means to make themselves (by action or by being designed for stealth) harder to detect, and have means to detect sneaky b*st*rds trying to ambush them.
Hence, a feel like in the Honorverse, where technologically-equal opponents might or might not ambush one another [as seen in the Manticore training exercise/wargames Honor kicks so much butt in] and where a technological edge makes all the difference [as seen in most Manticore-vs-Haven encounters].
Furthermore, for whatever physical reason, BIG ships need to be easier to find than small ones. The 100,000-ton freighter cannot hide; the 400-ton hunter/killer can. The 250 kton dreadnaught, even one designed for "stealth," should show up and have a real tough time evading pursuers' sensors. It's 1000 ton destroyer escorts, however, should be harder to "see."
You can find rulesets out there that deal with sensors, range, and how much intel is available at those ranges.
Star Fleet Battles, for example, has rules for this. At extreme range, all you have is a blip. Later, you can tell the blip's size class (SC2 = capital ships and SC7 = shuttle/fighters, for example). Eventually, you start figuring out nationality and class and if you're close enough, subclass.
Finally, IMTU, when a ship enters or leaves J-space, it "rings" the hyperspace-sensitive jump capacitor crystals of other vessels and installations. This makes ships detectable at considerable ranges when they emerge from hyperspace (bigger signal) or enter hyperspace (smaller signal because the energy is "pushed" mostly into J-space). This is analagous to the "hyper footprint" of the Honorverse, but I was using this mechanism long before I read
On Basilisk Station.
This is, if you're reading my older posts about detecting jumpspace, backwards from how I described it - entering ships were making more signal than departing ones - but I had my thinking backwards. ARRIVALS are spectacular (and detectable) things; departures less so.