 		yFinished = @_simulation.y.finished()
 
 		velocity = {x:0, y:0}
-		velocity.x = (@_simulation.x.simulator.state.v / @velocityScale) if not xFinished
-		velocity.y = (@_simulation.y.simulator.state.v / @velocityScale) if not yFinished
+		velocity.x = (@_simulation.x.simulator.state.v / @momentumVelocityMultiplier) if not xFinished
+		velocity.y = (@_simulation.y.simulator.state.v / @momentumVelocityMultiplier) if not yFinished
 
 		return velocity
 

		
		@_simulation.x.simulator.setState
			x: @layer.x
			v: velocity.x * @momentumVelocityMultiplier * @speedX
		@_simulation.x.start() if startSimulationX

		@_simulation.y.simulator.setState
			x: @layer.y
			v: velocity.y * @momentumVelocityMultiplier * @speedY
		@_simulation.y.start() if startSimulationY

		@emit(Events.AnimationDidStart)


		@emit(Events.DragStart, event)

	_touchMove: (event) =>

		return unless @enabled
