the zigzaging move as a cycle. Use it!
Take your time to calculate the relative speed. I mean the speed he would need to have to go from A to B with a straight heading. Use it as the target speed, with a spread shot of 2 fishes it should be alright.
The major issue is not having your fishes in the right place in the right time but more the angle of impact. As your target is zigzagin, you could have an almost perfect hit (90°) or a damn one (less than 50°). There is two way to handle this though.
First, and maybe the more realistic one, is to use magnetic pistol. If your angle is almost 90° on impact, then you have more chance to have both fishes under the target but less chance than a fish exploded. If your angle is more flat then you have less chance to have both fishes under the target but each fish has a greater chance to explode. So it s quite the same effect

Second method. Not really realistic but a lot more efficient... As I said, the zigzaging has a cycle. Consider the time of the cycle as T. Using the relative speed (not the actual speed

), set a course for your fishes such as they will be on target in full factor of T. Then, the actual (not the relative this time hihihihi) heading of the target in the impact time is gonna be exactly the same as the one in the shooting time. Which mean? if you re 90° of the target when you take your shoot, then the target will be 90° when the torpedoes will cross his way. KABOOOOOOOM! It s what I m calling the "warp shot" (as I m only considering warp jump from point A to B to C to .... with cycle time between each jump ^^). Still I don t consider this method realistic because it seams completely irrealism to me to have a ship zigzaging with a cycle. It s useful to avoid canon shot maybe but not torpedoes. Random zigzag would do the job...I dunno if it s modable...
Well, on that I will defied anyone to find a more efficient method than my "warp shot" :P