CMs are most likely to lure a torp when the torp's seeker is "dragged" across the CM by the subs course change. It's entirely possible that your pattern could have done that, but it isn't clear that each turn had that potential. Instead of dropping and making 90 degree turns, I suggest an initial turn away from the torp, but offset by a small angle (10-30 degrees). Release the appropriate CM (not both kinds), wait a few seconds, then turn on a new course behind the decoys. As the torp turns to the new intercept course, the seeker will sweep across the decoy and it might acquire.
Dr. Sid is correct in stating that it's a good idea to have a line of decoys such that another decoy is in position to attract the torp. It's very important not to be on the other side of the decoys when the torp comes through, having such a line buys you more time to move away.
Torp evasion in LW/Ami is extremely difficult. ADCAPS and UGST's are like mad dogs; once they get a bite, they don't let go. However, the seeker ranges of the torpedoes are shorter, and it is easier to go undetected. By far, your best options are to (First) not get shot at, and (second) to evade the torpedo by clearing datum and preventing an acquisition. Keep in mind that a human opponent can set the torp to turn in your direction after passing the decoys though, so if he's still alive and listening, you might be screwed no matter what (unless you've got a Seawolf, maybe).
If you think 3.02's bad, give 4 a try. Some advanced torpedoes are more likely not to acquire decoys, and many have preset/programmed re-acquisition modes to make the torp "smarter" when it comes out the other side of a decoy screen! This capability is offset by the fact that the wires get cut after some distance. Always a balance!
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