     d = World.Point.distance(ox, oy, sx, sy)
 
     theta = :math.atan2(sy - oy, sx - ox)
+
+    theta
     |> World.Velocity.wrap_angle()
     |> World.Velocity.round_theta()
 

                          :ships => %{}},
              :explosions => [],
              :collision_pid => collision_pid,
              :clock_ms => Clock.now_ms,
              :kby => %{}}
    start_ticker(self(), fps)

    d = World.Point.distance(ox, oy, ax, ay)

    theta = :math.atan2(ay - oy, ax - ox)

    theta
    |> World.Velocity.wrap_angle()
    |> World.Velocity.round_theta()

