Now my code looks like this:
define ship_speed, skill1;
var mouse_hor;
var mouse_ver;
var speed = 0.1;
var temp2[3];
var camera_dist[3] = -25,0,6; (behind & little up)
while(1)
{
mouse_hor = (pointer.x - ((screen_size.x )/2)) *-0.01;
mouse_ver = (pointer.y - ((screen_size.y )/2)) *-0.01;
c_rotate (me, vector(mouse_hor *time_step,mouse_ver *time_step,0), USE_AXISR);
c_move(me,vector(my.ship_speed *time_step,0,0),nullvector,GLIDE | ACTIVATE_TRIGGER | IGNORE_SPRITES | IGNORE_PASSENTS);
vec_set(camera.x,camera_dist);
vec_rotate(camera.x,my.pan);
vec_add(camera.x,my.x);
vec_set(temp,camera_dist);
vec_rotate(temp,camera.pan);
vec_add(temp,my.x);
vec_set(camera.pan,my.pan);
vec_set(temp2,temp);
vec_sub(temp2,camera.x);
vec_scale(temp2,speed*time_step);
vec_add(camera.x,temp2);
wait(1);
}
and.... no delay

it means... ship is always in the same position of the screen;)