If all you want is circular movement, this is far easier done by parenting your "ship" to a Node2D and rotating it.
Node2D
-- Ship
extends Node2D
var speed = 2 # rotation speed (in radians)
var radius = 100 # desired orbit radius
func _ready():
$Ship.position = Vector2(radius, 0) # desired orbit radius
func _process(delta):
rotation += speed * delta