Yes, they get fixed in TMO, some time in 1943.
I'm not sure exactly when, I haven't checked the dates.
Until then there are a few measures you can take to lessen the effects.
Be aware that they will run up to 12 feet deeper than set, and adjust your setting accordingly.
With shallow draft targets, even if you set them to the minimum depth, you
still may not hit the target.
In calm seas (wind speed 5ms or less), magnetic exploders are fine.
I will always use magnetics set to fast speed in this situation, and most of them hit the target before they blow themselves up.
In anything rougher than that, you'll have to use the contact exploder.
Set torpedo speed to slow, makes it more likely it will actually go off.
If you can hit your target at an angle, rather than at 90 degrees, there is a better chance of them working.
Obviously this all means you will have to shoot more torpedoes than you feel you need, just to be sure that at least some of them work.
This is the practice the Skippers in real life had to do, as the extent of the torpedo problems became apparent.
Even then, you may just have a run of bad luck, where no matter what you do on a patrol, the damn torpedoes just will not work
Again, this did happen to skippers at the time.
Oh, and watch out for circle runners.
Either check on the attack map, through the periscope, or on the hydrophone that all the fish are heading in the direction you want.
Every now and again, one will just shoot off at what looks like a crazy angle, then start to circle back towards you and try and kill you.
You need to get the hell out of there, and hope it's a dud.
Again, good boats and crew were lost during the war because of this problem.
Good luck Spieder3