So I'm asking for any further advice. I've changed the loop to the following, which seems to work better, but still there might be some trap.

Code:
  
//Define temp_velocity, skill99;

while(1)
{

vec_for_vertex(temp,my,2);//rotation mit eingbezogen

phent_getvelocity(my, mySpeed, temp);

my.temp_velocity=abs(vec_length(myspeed));


if(my.temp_velocity>1000){phent_setdamping(my, my.dampmax, 75);}

else {phent_setdamping(my, my.dampfaktor, 25);}

//
if(my.bounce_on==1)
{if(my.temp_velocity<60)//&&abs(ang(my.tilt))<5||temp<80&&abs(ang(my.roll))<5)
{
sleep(1);// um nicht in der Luft hängenzubleiben
if(my.temp_velocity<60)// still nearly still?
{
phent_enable( my, 0);
while(my.bounce_on==1){wait(1);}// bounce_on=2 only with further impact

phent_enable( my, 1);

}
}

}


if(my.bounce_on>0) {
play_abprall();
}

wait(1);
}
}