I would avoid trying to simulate this with physics, especially if you have many objects. This is a "Fun with Vector Math" sort of problem.

Write a script where all your moving entities calculate their own gravity vector by taking a point on the center line of the cylinder to the entity (keeping the vector perpendicular to the center line). As an extra bonus, the length of the vector could be used to scale the force. You would also use this vector to handle the entity's orientation.

Rotating the entity is a bit trickier. But it can be done with good old Pythagoras Theorem.

Do a quick search on the web for "physics centrifugal force" and you'll find all sorts of math.


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